the 5 pillars of #gamification
TRANSCRIPT
Gamification is about reverse-engineering what
makes games effective.
Games are not successful because ofsome fancy design, points or leader-boards.Since the dawn of human kind we playgames to practice to survive.
In games we chase our better selves!
This is why I'm going to introduce you to the5 Pillars of Gamification. They form thefoundation of most of the engaginggame-like environments like video-, board-,and card-games but also sports, leisureactivities and hobbies. To know about these 5 pillars provides the working framework forGamification-design.
Information Transparency
PILLAR #1
Information-Transparency
Relevance
One of the core characteristics ofgames is that they provide uswith all the relevant informationthat is necessary to progress.If we are stuck within a game wenever even think about thepossibility that it could be thegame's fault because wedon't have access to theresources we need in order tosucceed, right?
Can you say that for your work?
(Real-time)Feedback
PILLAR #2
Information Transparency
(Real-time)Feedback
Personal Dashboards
In games we fail over 90% of thetime but we love it. Why? Becausewe feel confident to be able tolearn from our failures and tobecome better. In games we arealways chasing our better selvesand this is it what makes them soappealing.This is possible because ingames we experience real-timefeedback that enables us toadjust and to improve immediately.
How is your on-the-job feedbackcycle?
Goals/Rules
PILLAR #3
Information Transparency(Real-time)Feedback
Goals/RulesGuidance
No matter what kind of game youplay, you always know about theoutcome that is expected fromyou, and how you are allowed tobehave.Goals and rules define a frame-work within which you feelconfident to act. Together withInformation-Transparency and(Real-time)- Feedback it's the 3rdpillar that enhances your ability toperform in complex systems.
Do you know all the company'srules and exact goals?
Room to Maneuver
PILLAR #4
Information Transparency(Real-time)Feedback
Goals/Rules
Room to ManeuverIndividual Path
Although we love to have goalsand rules as an helpful framework,we also want to decide byourselves what to do and how todo it, within that given framework.
The most powerful commitmentist the one we impose uponourselves.
Does your organisation enable'Room to Maneuver' or does itcelebrate micro-management?
Challenging Tasks
PILLAR #5
Information Transparency(Real-time)Feedback
Goals/RulesRoom to Maneuver
Challenging TasksNeither Boring Nor Frustrating
If we are facing a challenge that istoo difficult we get frustrated but ifit is too easy we get bored.Engaging activities have onecharacteristic in common: Theyalways match our actual skillsand can even adjust to it.
This is the little secret offascinating & fulfilling games andgame-like activities...
...and also of your job?