Gamification


Gamification is the process of integrating game design elements and principles into non-game contexts. The goal is to increase user engagement and motivation through the use of game elements such as points, badges, leaderboards, and more. It is a component of system design. Gamifcation has been used to improve organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, usability, usefulness of systems, physical exercise, tailored interactions and icebreaker activities in dating apps, traffic violations, voter apathy, public attitudes about alternative energy, and more.

Techniques

Gamification techniques work by leveraging people's desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, and closure, or simply their response to framing a situation as a game. Players are engaged using competition and rewards for completing tasks. Rewards can include points, badges, levels, filling a progress bar, and virtual currency. Making the rewards for accomplishing tasks visible to other players encourages players to compete. Meaningful choice, onboarding tutorials, increasing challenge, and adding narrative are other ways to make tasks feel more like games.

Game elements

Game elements are the building blocks of gamification applications. They commonly include points, badges, leaderboards, performance graphs, meaningful stories, avatars, and teammates.

Points

Points are basic elements of a multitude of games and gamified applications. They are typically rewarded for the successful accomplishment of specified activities within the gamified environment and they serve to numerically represent a player's progress. Various kinds of points can be differentiated between, e.g. experience points, redeemable points, or reputation points, as can the different purposes that points serve. One of the most important purposes of points is to provide feedback. Points allow the players' in-game behavior to be measured, and they serve as continuous and immediate feedback and as a reward.

Badges

Badges are defined as visual representations of achievements and can be earned and collected within the gamification environment. They confirm the players' achievements, symbolize their merits, and visibly show their accomplishment of levels or goals. Earning a badge can be dependent on a specific number of points or on particular activities within the game. Badges have many functions, serving as goals, if the prerequisites for winning them are known to the player, or as virtual status symbols. In the same way as points, badges also provide feedback, in that they indicate how the players have performed. Badges can influence players' behavior, leading them to select certain routes and challenges in order to earn badges that are associated with them. Additionally, as badges symbolize one's membership in a group of those who own this particular badge, they also can exert social influences on players and co-players.

Leaderboards

Leaderboards rank players according to their relative success, measuring them against a certain success criterion. As such, leaderboards can help determine who performs best in a certain activity and are thus competitive indicators of progress that relate the player's own performance to the performance of others. However, the motivational potential of leaderboards is mixed. Werbach and Hunter regard them as effective motivators if there are only a few points left to the next level or position, but as demotivators, if players find themselves at the bottom end of the leaderboard. Competition caused by leaderboards can create social pressure to increase the player's level of engagement and can consequently have a constructive effect on participation and learning. However, these positive effects of competition are more likely if the respective competitors are approximately at the same performance level.

Performance graphs

Performance graphs provide information about the players' performance compared to their preceding performance during a game. Thus, in contrast to leaderboards, performance graphs do not compare the player's performance to other players, but instead, evaluate the player's own performance over time. Unlike the social reference standard of leaderboards, performance graphs are based on an individual reference standard. By graphically displaying the player's performance over a fixed period, they focus on improvements. Motivation theory postulates that this fosters mastery orientation, which is particularly beneficial to learning.

Meaningful stories

Meaningful stories are game design elements that don't relate to the player's performance. The narrative context in which a gamified application can be embedded contextualizes activities and characters in the game and gives them meaning beyond the mere quest for points and achievements. A story can be communicated by a game's title or by complex storylines typical of contemporary role-playing video games. Narrative contexts can be oriented towards real, non-game contexts or act as analogies of real-world settings. The latter can enrich boring, barely stimulating contexts, and, consequently, inspire and motivate players particularly if the story is in line with their personal interests.

Avatars

Avatars are visual representations of players within the game or gamification environment. Usually, they are chosen or even created by the player. Avatars can be designed quite simply as a mere pictogram, or they can be complexly animated, three- dimensional representations. Their main formal requirement is that they unmistakably identify the players and set them apart from other human or computer-controlled avatars. Avatars allow the players to adopt or create another identity and, in cooperative games, to become part of a community.

Teammates

Teammates, whether they are other real players or virtual non-player characters, can induce conflict, competition or cooperation. The latter can be fostered particularly by introducing teams, i.e. by creating defined groups of players that work together towards a shared objective. Meta-analytic evidence supports that the combination of competition and collaboration in games is likely to be effective for learning.

Game element hierarchy

The described game elements fit within a broader framework, which involves three types of elements: dynamics, mechanics, and components. These elements constitute the hierarchy of game elements.
Dynamics are the highest in the hierarchy. They are the big picture aspects of the gamified system that should be considered and managed; however, they never directly enter into the game. Dynamics elements provide motivation through features such as narrative or social interaction.
Mechanics are the basic processes that drive the action forward and generate player engagement and involvement. Examples are chance, turns, and rewards.
Components are the specific instantiations of mechanics and dynamics; elements like points, quests, and virtual goods.

Applications

Marketing

In November, 2011, Australian broadcast and online media partnership Yahoo!7 launched its Fango mobile app/SAP, which TV viewers use to interact with shows via techniques like check-ins and badges. Gamification has also been used in customer loyalty programs. In 2010, Starbucks gave custom Foursquare badges to people who checked in at multiple locations, and offered discounts to people who checked in most frequently at an individual store.
Gamification also has been used as a tool for customer engagement, and for encouraging desirable website usage behaviour. Additionally, gamification is applicable to increasing engagement on sites built on social network services. For example, in August, 2010, the website builder DevHub announced an increase in the number of users who completed their online tasks from 10% to 80% after adding gamification elements. On the programming question-and-answer site Stack Overflow users receive points and/or badges for performing a variety of actions, including spreading links to questions and answers via Facebook and Twitter. A large number of different badges are available, and when a user's reputation points exceed various thresholds, the user gains additional privileges, eventually including moderator privileges.
Gamification can be used for ideation. A study at MIT Sloan found that ideation games helped participants generate more and better ideas, and compared it to gauging the influence of academic papers by the numbers of citations received in subsequent research.

Health

Applications like Fitocracy and QUENTIQ use gamification to encourage their users to exercise more effectively and improve their overall health. Users are awarded varying numbers of points for activities they perform in their workouts, and gain levels based on points collected. Users can also complete quests and gain achievement badges for fitness milestones. Health Month adds aspects of social gaming by allowing successful users to restore points to users who have failed to meet certain goals. Public health researchers have studied the use of gamification in self-management of chronic diseases and common mental disorders, STD prevention, and infection prevention and control.
In a review of health apps in the 2014 Apple App Store, more than 100 apps showed a positive correlation between gamification elements used and high user ratings. MyFitnessPal was named as the app that used the most gamification elements.
Further, many applications have been proposed to reduce the impact of low air quality on health.

Work

Gamification has been used in healthcare, financial services, transportation, government, and others. Game elements, such as experience points, badges, and other progress indicators, have been shown to enhance user engagement and productivity in business learning programs. Gamification can enhance employee engagement, motivation, and skill development by incorporating elements such as challenges, progress tracking, and rewards. However, gamification can also build resentment and drive unsafe personal behavior in the workplace, such as workers skipping bathroom breaks.