Tag Archives: Gamification

The Secret Social Science Sauce of Gamification

The Magic Behavior Formula in Gamification

A few days ago, I was talking with Lauren Carlson about her ideas on how “gamification/game design” could improve the adoption of sales force automation (SFA) software.  She shared sketches of her ideas here.  Our conversation evolved into ideas about Enterprise Gamification, Culture, & Behavior, the same type of strategy shared in one of my previous articles, “7 core concepts to know when implementing Game Mechanics within the Enterprise“.  Our conversation inspired me to connect with others on my path to discovering the real potential of gamification.

Gabe Zichermann’s Gamification Master Class

Employing game mechanics to non-game environments aka “Gamification” can have a dramatic positive effect in supporting desired behaviors.  Understanding why people enjoy game-like activities will unlock new levels of engagement. Gabe Zichermann talks about this in his “Gamification Master Class” video series.  I invite you to listen closely as he shares some secrets of why people participate in this video.


You can order Gabe Zichermann’s complete “Gamification Master Class” video collection here.

Motivation Gamification

Most people that read my articles or follow me on Twitter ( @webtechman ), know I’m a huge fan of Dr. Michael Wu, Ph.D. and his work found here, “The Future of Enterprise Software will be Fun and Productive“.  Gabe also shared one of Michael’s presentations on his web site.  This presentation shares the fundamentals of behavior that reveals the magic behind gamification.

Gamification: The use of game mechanics/dynamics to drive game-like engagement and actions in non-game environments to support desired behaviors.

Gamification Behavior Model: Three elements must converge at the same moment for a behavior to occur: Motivation, Ability, and Trigger. When a behavior does not occur, at least one of those three elements is missing. Fogg Behavior Model (FBM)

Triggers in Behavior Models: The third element of the Fogg Behavior Model is Triggers. Without a Trigger, the target behavior will not happen. Fogg Behavior Model (FBM), Triggers

Maslow’s Hierarchy of Needs: Understanding Maslow’s hierarchy of needs and how it relates to mechanics of game dynamics will help achieve desired flow.


Flow – The Psychology of Optimal Experience: People are most happy when they are in a state of flow according to a theory by Mihaly Csikszentmihalyi.  See his great TED Talk video here.  The idea of flow is identical to the feeling of being in the zone or in the groove.  This is a prime engagement goal of gamification.

The Science of Gamification: See Michael’s complete gamification presentation here.  I hope we will see Michael as a keynote speaker at the Enterprise 2.0 Conference in the near future.  If you push to make this happen, we could see another innovation explosion in the Enterprise Market.

Current Gamification Twitter Game Board

Diversity fuels innovation.  Sports fanatics have their fantasy football teams. This is my fantasy innovation team. This current gamification twitter game board represents people focused on gamification now.  Additional people are available by following this gamification twitter list http://bit.ly/GameFaces

[twitterusers @gzicherm @jesseschell @ChiefDoorman @mich8elwu @amyjokim @marigo @sethpriebatsch @ddebow @dankeldsen]

Gamification Resources

Turning regular activities at work into games: Gameification turns daily work life into a game with hopes to reap the benefits that games usually bring to extra-curricular life, to the work environment.

Gamification – Is everything a game?: Gamification is not new to social media, but it seems to be one of the key terms for 2011 with presentations, reports and analysis making claims about the proportion of brands that will have ‘gamified’ in the next few years.

Think you can afford to not understand Gamification? Good luck…: Gamification has not only been one of the trend words of 2010/11 in tech, but also one of the very real trends in the actual designs of user experiences/user interfaces (UX/UI).

Badgeville Targets Loyalty With New Gamification Product: Badgeville has grown quickly since it launched last September, having booked “seven figures” in sales in Q1 2011.

A Gamification Framework for Interaction Designers: As the critics point out, some gamified products are just poorly executed. Just because you saw something in a game once doesn’t mean it’ll be fun in your product.


How to TAME Desired Behavior with Gamification

Most people want to be successful.  Understanding and applying these four key principals of gamification can significantly increase the success of all efforts.

Trigger: A clear invitation to do the right thing at the right time.

Ability: Remove barriers to participation by extending people’s abilities.

Motivation: Help others understand what they can achieve.

Evolve: Support a continuous feedback loop for growth.

Gamification Workshop Washington, DC June 23

With an all-new curriculum developed by Gabe Zichermann (author,Game-Based Marketing and Gamification by Design), this hands-on, interactive workshop leads you through the strategy and problem-solving cycles of building a Gamification architecture and a proven design framework for applying game design to your business. Then… [more]


Harvard Business Review:The Future of Work & Social Business Leadership Gamification

The Social Business Leadership Game Plan

Many of today’s leaders are not interested in running a daycare.  Most leaders are interested in finding creative ways to drive innovation and increase productivity to help the business achieve it’s goals by accomplishing business objectives through collaborative efforts.  Good leaders don’t develop followers, they develop leaders.  Great leaders develop leaders that help others unlock the power of “Thought Leadership“.  Leadership development is a perpetual process that empowers people with the ability to create real change.  The thought leaders of today are leveraging the strategy in game play to create plans that accomplish the goal of shaping a brighter future for all of us.

The Truth About “Thinking Outside the Box”

Realizing the truth about “Thinking Outside the Box”, “there is no box”.  I touched on this last year in “There is no Enterprise 2.0: The Practice of Enterprise 2.0 Adoption Patterns“.  The article includes a video clip from the Matrix movie when Neo is learning to grasp the concept of “there is no spoon”.  One of the main goals of Enterprise 2.0 is to create a collaborative culture to support a Social Business future where “there are no silios”.  Social Business thought leaders are already capitalizing on the benefits of network effects through the implementation of Social Network Platforms.  This social business strategy in now being extended to go beyond supporting internal collaboration, to include external partners and customers.  Learn more about Building Social Business at the Enterprise 2.0 Conference.  This progressive path of innovation in the Enterprise is leading us to the next level of deeper Engagement through Gamification to support real Social Business.

Leadership in Social Business

Tens of millions of people are honing their leadership skills in multiplayer online games. The tools and techniques they’re using will change how leaders function tomorrow— and could make them more effective today.

Game Elements can make Leadership easier today. Organizations can benefit by selectively “gamifying” their work environments in order to improve the quality of leadership — not in the future but right away. Learn more about new levels of effective leadership in this Harvard Business Review paper by Byron Reeves, Thomas W. Malone, and Tony O’Driscoll.

The FUSE of Social Business Engagement

  • Fuels Passion
  • Unites People
  • Strengthens Meaningful Relationships
  • Extends Impact

Virtual Worlds, Real Leaders

Stanford University shares  how Multiplayer Games Will Change the Future of Work in this video presentation by Seriosity.

Total Engagement

Based on extensive hands-on research, case studies, and the authors entrepreneurial ventures, Total Engagement convincingly outlines how games will transform work, from repetitive call-center jobs to high-level teams who must collaborate with members dispersed around the globe. The authors show why you must begin building a game strategy now.  Learn more about this strategy from this book, “Total Engagement“.

Social Business Gamification Strategy

Adopting the principals of game theory in a Social Business Strategy to leverage game mechanics for supporting deeper levels of engagement is easier though collaboration.  Starting small and working with other innovators to enhance game dynamics in any culture will reduce risk and increase the return on investment.  Gamification is a wide topic where some people are still more focused on word play, which seems to be creating greater division instead of unity around this idea.  Call it “Gamify”, “Gamified”, “Gamification”, “Socialification”, “X2B”, .. exercising a strategy that includes a focus on engagement in the process of accomplishing business objectives will help achieve higher levels of success.  The use of badges, achievements, awards, and leaderboards in Social Business Gamification help unlock deeper meaning in the secret levels of collective intelligence and the “genetic” structure of groups (MIT).  This is where we will discover the hidden treasure of exponential value, as Social Enterprise moves closer to reality(IBM).

The basic concepts of Social Business Gamification have been demonstrated by people all around the world.  Software developers can integrate game mechanics into existing software with this Open-Source Gamification Platform (UserInfuser).  Its a good idea to get in touch with others to gain insight to how the principals of game theory and the application of game mechanics can be applied to your specific needs.  I hope others share more information here, but some of these people include: Seriosity, BunchBall, Gamify, Badgeville, Rypple, …

The information and support available today greatly reduces the risk in capturing the rewards of Social Business Gamification.  Learn more here “Beyond Gamification: 7 Core Concepts to Create Compelling Products“.

Dr.Michael Wu, Ph.D. shares some thoughts about Enterprise Gamification

Social Business Strategy

Dr.Michael Wu (@mich8elwu) has written a series of articles on how to leverage the concepts of game theory and ideas about implementing game mechanics to support a dynamic social business strategy.  He has included some very interesting points about Enterprise Gamification in one of his recent articles.  I recommend reviewing his ideas and insights in “The Future of Enterprise Software will be Fun and Productive“.

I believe Michael made many smart observations and shared several intelligent ideas.  Here is what I wrote as a comment in his latest article on Enterprise Gamification.  I would enjoy hearing your thoughts on how to “Gamify” Social Business and supporting game mechanics in the Enterprise.

Response to “Enterprise Gamification”:


Thanks for taking the time from your busy schedule to share your thoughts on this very important topic.

Your ideas about a Gamification Strategy for rapid adoption of Enterprise 2.0 Solutions to support fluid collaboration will help business leaders avoid creating a platform brick.  A “platform brick” is a solution designed and implemented with very limited collaboration by a small group of people before understanding anything about the culture or business objectives.  This silo approach is usually followed up by a raging river of cash and other valuable resources to drive adoption.  The flow will continue until this river runs dry or when someone is strong enough to put egos aside and start conversations about real collaborative solutions.

I am also puzzled about why most enterprise software developers and vendors don’t collaborate more with leaders in the video game industry.  I believe a background in psychology & sociology will be the new requirement for future enterprise software developers.

Driving Adoption of Enterprise 2.0 Solutions should be a shared responsibility between the players and the platform itself.  Platforms should become more intelligent through the course of user interaction and take the lion’s share of driving adoption.

Q: How much do we need to pay an Intelligent Platform to drive adoption?

A: $0

Q: How many bonuses do we need to pay an Intelligent Platform to drive adoption?

A: $0

Q: How many vacation days, sick days, and perks does an Intelligent Platform need to do it’s job?

A: zero

The thought of investing into Dumb Platforms is dead.

Enterprise Gamification is far beyond it’s due date.

I agree with the idea of implementing game mechanics to embed the role-playing game (RPG) model in Enterprise Platforms for supporting Event-driven architecture (EDA) that leverages the principals of Service-Oriented Architecture (SOA).  This approach can demonstrate “The Strength of Weak Ties” by Mark S. Granovetter, a sociologist now at Stanford University.  The father of Enterprise 2.0, Andrew McAfee (@amcafee) talks about this in “The Ties that Find”.

The exponential value of Enterprise Gamification can be achieved by applying the principals of game theory to players and objects for unlocking the power of collective intelligence.  This collaborative approach to creating game dynamics goes far beyond points & badges for people and things.  This type of model is designed to facilitate the growth of a collaborative culture.  The players (employees) strengthen relationships and leverage resources on their journey of helping the organization accomplish business objectives and achieve their goals.

I am looking forward to hearing more about your ideas.

Thanks for sharing,

Daniel Hudson