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Gamification - a fresh look at user motivation?

Gamification is now a very popular topic. In this topic, we will try to figure out what it is and also convince ourselves and others that gamification is just a buzzword.

What is this?


According to the popular definition, gamification is the use of game elements and game design techniques in a non- game context . Elements of gamification can be:


However, if everything were limited to embedding game elements, gamification would not be considered as a separate area of ​​knowledge. Undoubtedly, on some elements you will not get far.

It is not enough every time when authorizing a user to give him 100 points and to hang inside the leaderboard system with a list of the best. It is necessary to answer the question: “Why are these glasses needed?”. If a user registers on the site, starts in the rating from a position in the region of one million, it will initially be clear to him that he will be able to lead the rating at best in a few years, and such elements of gamification will only have a demotivating effect.
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In addition, the main condition for successful gamification is the user's goodwill (no one forces you to play poker with friends) and the opportunity to work with the system in a “boring” mode.

It would seem that the school is ideal for the gamification model. Here and levels (classes), and the development of different skills (subjects), awards (evaluation), the battle with the boss (offsets, exams). However, this is not gamification for several reasons. Firstly, this game is compulsory and obligatory, and secondly, the cost of loss is not a toy at all, but it radically affects the whole destiny of a person.

A bit of history


You should not take gamification as a completely new invention, entirely belonging to the digital era. Back in 1912, Cracker Jack started putting toys into their popcorn packs to attract more attention from customers. Such a move is still one of the most favorite tricks of marketers working in the field of food sales.

In 1979, Texas International Airlines launched the first customer loyalty program, the idea took root, and until now people have been flying specifically with one company to accumulate points or miles and get a free flight or the opportunity to transfer to a business class.

Gamification became widespread in the middle of the zero years, when it was used to solve business problems.

However, this approach gained its present popularity (of course!) In 2010, in the golden time of the social network Foursquare, which actively used a competitive motive.

Game design techniques


It is obvious that for the introduction of game elements in your project you will need to think like a game designer.



This means that you need to think out the answers to many questions. For example, how to make the game elements interact with each other? How to make each element in the system in its place? Why is it necessary to give achivku and not a badge?

To get involved in the game, you need to create a competitive environment - if people need to compete, they use the system more actively. However, the competition process should not strain users. To achieve proper gamification, the following conditions must be met:


The game should be fun, fan; For this you need to use game mechanics, of which there are several types . For example:


In any case, it is important not to forget why everything is done at all, otherwise the risk is high in the end to make a game, and not to introduce gamification into a real project to solve any problem.

Using game elements in a non-player context


The context can be any, but we should not forget about the goals of users. They do not storm the castle, but use your website in the hope of obtaining the necessary information or service. Gamification is only a tool to motivate the user. She encourages him to any action.

It would be appropriate to talk about motivation.



Conventionally, motivation can be divided into internal (performing actions for the sake of the actions themselves, for example, a hobby) and external (actions are performed not for pleasure, but for the sake of achieving the goal). If you are not ready to cut off users by their hobbies (for example, to make a tourist portal only for sudoku lovers), then it is the external motivation that is the object of gamification:


However, one must be careful not to come to a situation where external motivation completely replaces the internal one. If you are given bonuses every time you brush your teeth, you will eventually stop brushing your teeth due to the fact that it is useful, and you will do it only for bonuses. And if the bonus does not, your teeth will fall apart.

Stages of development of a gamified system


Kevin Werbach and Dan Hunter lead the model by which the gamification system should be built. So, it is necessary:


Example


A great example of gamification is Microsoft's Ribbon Hero 2 . In fact, this is an add-on for MS Office, which motivates users in a gaming manner to undergo training on the use of an office suite. Fan is researching something new.



We decompose the gamification in this example into points.

So, we can assume that the business goals here are:


Target user behavior is to effectively use MS Office. Another goal: to develop in the user awareness of himself as the "guru of MS Office". A user who considers himself a “god” in the management of the Word will probably not switch from MS Office to Google Docs for purely psychological reasons.

You can describe the players as unfamiliar with the office suite of people, or as users of the old (no-boron) versions of the office.

Activity loops are implemented here thanks to a progress scale, through which the user can track his results and their dynamics.

The fun of the game is:


Game elements


Why is gamification sucking?


So we got to the most interesting :). Why, with all the seeming benefits and interestingness of this method, is gamification just fun?

To begin with, the effectiveness of this method is very doubtful. There are practically no studies confirming this very effectiveness with specific examples. In our experience, gamification often only hurts and leads to reduced user engagement.

Gamification can also serve as a means of deceiving people. There is a great temptation to slip users, instead of improving the service or service, which do not give badges and awnings, which unreasonably increase self-esteem.

In addition, in fact, gamification does not exist at all! Everyone is trying to add elements of gamification to their site, however, after a detailed study of the issue, it comes to understand that we are dealing only with the usual interaction design and using well-known psychological principles of motivation (achievement, recognition, novelty). In the digital industry, the gaming industry has mastered these principles before others. But from this they do not become game! It turns out that it is simply not necessary to single out gamification in a separate discipline - this is the usual psychology.

In the next article, we will demonstrate with concrete examples from life that gamification is difficult to apply when executing projects that require a guaranteed result (that is, in most commercial projects) and consider a situation where the use of this method is quite the opposite.

Thank you all for your attention! We will be happy to answer questions in the comments.

PS The thoughts voiced in this topic formed the basis of the presentation that Vladimir Zimin ( darkspi ) from the UIDesign Group presented at the professional Microsoft Design Camp conference in Moscow not so long ago.

Source: https://habr.com/ru/post/165779/


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