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The Gamification Playbook: Mastering the Art of Engaging Product Buildingby@rohanashik
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The Gamification Playbook: Mastering the Art of Engaging Product Building

by Rohan AshikAugust 13th, 2023
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"Gamification Playbook" is designed to be your comprehensive guide through this fascinating field. This is not just a read-it-and-forget-it type of book; it's intended to be a practical tool. We hope this book will spark your imagination, inspire you to think aoutside of the box, and provide you with the knowledge and tools to start creating your own gamified systems.
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Welcome to “The Gamification Playbook”. Whether you're a passionate entrepreneur, a business professional looking to implement a gamification strategy, or an educator searching for new ways to engage your students, or simply a curious mind intrigued by how game mechanics can transform the mundane into an exhilarating journey, you've opened the right eBook.


In the forthcoming chapters, we are set to explore the dynamic world of gamification, a field that is revolutionizing the way we work, learn, and interact. We'll delve into its foundations, its strategies, and the psychology that underpins its success. You'll also encounter the real-world applications and success stories that will show you the transformative potential of gamification.


Gamification is not about turning everything into a game; it’s about absorbing the compelling elements of games – challenge, progression, rewards, competition, and interaction – and applying them to real-world, non-gaming contexts. It’s about improving user engagement, boosting productivity, promoting learning, or driving customer loyalty.


"Gamification Playbook" is designed to be your comprehensive guide through this fascinating field. This is not just a read-it-and-forget-it type of book; it's intended to be a practical tool that you can refer back to time and time again as you work on your projects.


Remember, gamification isn't just about points, badges, and leaderboards. It's about human motivation and creating engaging experiences. We hope this book will spark your imagination, inspire you to think outside of the box, and provide you with the knowledge and tools to start creating your own gamified systems.


Welcome to your gamification journey. We're thrilled to have you on board!

Why did I write Gamification Playbook?

My journey with gamification began with a fascination that quickly deepened into a commitment to uncover its true essence. As I immersed myself in this domain, I realized the widespread misunderstanding of gamification. People equated it to merely adding points, badges, or leaderboards to a system. I knew then that I needed to bring clarity to the world about what gamification truly represents.


Gamification is not just game mechanics; it's about understanding human motivation, engagement, and crafting meaningful experiences. It's about deciphering the human code.


Thus, after more than 400 days of dedicated work, "Gamification Playbook" was born. My aim was to create a standalone guide that demystifies gamification, drawing from top industry resources and my personal experiences. I strove to make this book a one-stop-shop for everyone - creators, innovators, educators, and curious minds alike - to start their journey into gamification.


This ambitious endeavor is intended to equip you with the understanding and tools to navigate the landscape of gamification with confidence. I welcome you to this enriching journey and look forward to your thoughts and experiences.


- Rohan Ashik


Table of Index:


  • Chapter 1: Why Gamification? Current Problem
  • Chapter 2: Examples of Gamification in action
  • Chapter 3: The Science behind gamification
  • Chapter 4: Common Misconceptions in Gamification
  • Chapter 5: Understanding Gamification
  • Chapter 6: Types of Gamifications
  • Chapter 7: Designing a Gamified Experience (A Comprehensive Guide)
  • Chapter 8: Common Pitfalls to avoid
  • Chapter 9: Conclusion



Let's dive in, shall we?

Chapter 1: Why Gamification? Current Problem

The global gamification market size was estimated at USD 10.5 billion in 2021 and is expected to reach around USD 96.8 billion by 2030. Currently, 70% of Global 2000 companies (the largest 2,000 companies around the world) use gamification.


In the last few years, gamification has reached a social tipping point and is increasingly being incorporated into various aspects of our lives, from education, work, marketing, parenting, sustainability, to healthcare and scientific research.


  • Starbucks utilized gamification in their rewards app, driving customer loyalty and boosting sales. By offering customers stars (points) for purchases, which could be exchanged for free drinks and food, they kept customers returning.

  • The language-learning platform Duolingo uses gamification techniques such as earning points, levelling up, and competition with friends to encourage users to continue their language studies. This has led to their significant user base growth.

  • The Khan Academy, an educational platform, has integrated gamification into its system, allowing students to earn badges as they learn. This strategy has helped motivate students and improve engagement rates.

  • The British Army used a virtual reality experience as part of their recruitment process, allowing potential recruits to experience a simulated version of military life. This approach drew significant interest and increased their recruitment numbers.

  • The World Bank launched a climate change game "Evoke" which had players brainstorm solutions to social issues. It successfully raised awareness and inspired players to take action in real life.


According to a report from market research firm Gartner, it is predicted that 70% of Fortune 500 firms will use Gamification by the end of 2023.


Gamification can be applied to many areas, such as business, work culture, activities, and more. It can be used to motivate people to quit smoking, lose weight, collaborate better, and improve user retention. Gamification is as essential for any business as adding salt to food.


Gamification has tremendous potential, but many companies use the term as a marketing gimmick to promote their product, often failing due to a lack of knowledge in true gamification.


Gamification became one of the newest shiny objects to emerge, and many organizations want to add it to their collection. Many gamification professionals seem to believe that if you put points on something boring, add some badges, and provide a competitive leaderboard, that once boring product will automatically become exciting.


Numerous experts in the field of gamification tend to operate under the assumption that just adding points, badges, and a ranking system can transform a boring product into a thrilling one.


There's a lot of misunderstanding and discussion about how video games, rewards systems, and gamification are alike and different. Because they all use things like points and levels, people often mix them up and believe the same rules can be used for each. But, video games and rewards systems are not the same as gamification, so it's really important to know how they differ to avoid getting mixed up.


Companies that provide rewards and incentive programs see themselves as having “done gamification for a long time.” Adding game mechanics such as badges and rewards won't make a product or service "gamified". It's like adding chocolate coatings to things that are not sweets. While chocolate can make some things better, the effect is not universal. Jesse Schell calls this "Chocification" rather than "Gamification".


In a study, Gartner suggested that bad gamification design would lead to the failure of 80% of gamification attempts, a topic we'll delve into in this article.


We worry that, in a few years, businesses might dismiss gamification, saying, "We tried the points, badges stuff and it didn’t work out. I guess gamification was just a short-term fad.” That would be a huge loss for the world.


Later in this article, you will learn what gamification is, best practices for applying it to your product or service, and common pitfalls to avoid.


Chapter 2: Examples of Gamification in action

Let's delve into some real-world examples where gamification is in full swing, transforming mundane tasks into engaging activities, and encouraging desired behaviors.


Duolingo Gamification


Duolingo: Duolingo gamifies language learning by structuring lessons as short, game-like activities. Users gain experience points for completed lessons and maintain streaks for regular study. The introduction of lives, which decrease for incorrect answers, adds a level of challenge. Regained through correct responses or engaging with in-app content, they make learning interactive and fun. Moreover, leaderboards foster a sense of competition among friends, which promotes continued engagement.


Nike Gamification


Nike+ Run Club: This application uses gamification to motivate users to work out. It records users' runs, presents personalized coaching, and supports friendly competitions. The app assigns badges for achievements and keeps track of running streaks, making workouts feel like a series of mini-victories.


Starbucks  Gamification


Starbucks Rewards: Starbucks employs gamification in their loyalty program. Customers collect stars for each purchase, which can be exchanged for free food and drinks. The program also features bonus stars for completing certain challenges, such as trying a specific product, thus adding an element of novelty and excitement to the shopping experience.


Codeacademy Gamification


Codecademy: Codecademy teaches coding in a gamified environment. Users receive badges for completing different levels of coding exercises and challenges, creating a sense of achievement. The platform includes a progress dashboard, visually portraying learners' progress, and encourages course completion.


Fitbit Gamification


Fitbit: Fitbit gamifies physical activity by setting targets for steps, active minutes, and sleep. Real-time feedback and progress tracking motivate users to reach these goals. The app allows competition with friends and assigns badges for meeting certain targets, building a sense of community and competitive spirit.


Reddit Gamification


Reddit: Reddit's voting and karma points system is a perfect example of gamification. Users' upvotes and downvotes determine content visibility, and high-quality content can earn users karma points. This system encourages active participation and higher quality contributions. The subreddit-specific flair system further incentivizes users to contribute valuable content.



Forest App Gamification


Forest: The Forest app uses gamification to discourage phone addiction. Users plant a virtual tree, which grows only if they avoid using their phones for a set time. The game-like approach makes focusing on tasks engaging, as users are motivated to keep their virtual trees alive.


LinkedIn Gamification


LinkedIn: LinkedIn encourages users to complete their profiles through gamification. The 'Profile Strength' bar indicates the level of completeness and suggests improvements. The progress towards 'All-Star' status fosters a sense of achievement and encourages users to present a comprehensive professional online presence.


RecycleBank Gamification


Recyclebank: Recyclebank gamifies environmentally friendly behaviors. Users collect points for various recycling activities, redeemable for discounts and deals on products and services. The platform also presents educational content in a gamified manner, promoting knowledge about recycling and sustainability.


These examples illustrate how gamification can be effectively used in a variety of contexts to engage users, enhance experiences, and promote desired behaviors.

Chapter 3: The Science behind gamification


Science Behind Gamification - rohanashik.com


The key to understanding why gamification works so well is a chemical in our brain called dopamine. Dopamine is often called the "pleasure chemical" because it's released when we do something we enjoy.


Dopamine is a neurotransmitter — a chemical that transmits signals in the brain and other vital areas. It's commonly linked to feelings of pleasure and reward. For instance, when completing a challenging puzzle, scoring a goal in a soccer game, or learning to play a musical instrument —all intrinsically rewarding activities — trigger a dopamine release, leading to a sensation of enjoyment and fulfillment.


What's fascinating about dopamine is that it doesn't just respond to immediate gratification — it also spikes in anticipation of a reward. So, when we're close to achieving a goal or overcoming a challenge, our dopamine levels rise, driving us to complete the task. It's like getting a taste of the reward before we've fully earned it.


This pleasure and reward system creates a compelling cycle. When we experience something enjoyable (like winning a game), our brain releases dopamine, which feels great. As a result, we want to repeat the activity to experience that enjoyable dopamine rush again. It's a self-perpetuating cycle—almost as if our brain is feeding itself with a feel good drug every time we do something it likes!


This is where gamification shines. When we turn a task into a game, we infuse it with elements that naturally spike our dopamine levels—challenges, achievement, and rewards. In a gamified system, each achievement or progress marker (like earning points, reaching a new level, or unlocking a new capability) gives our brain a mini dopamine hit. This makes us want to keep playing—to keep striving for the next reward.


However, it's important to understand that merely adding points, badges, or leaderboards doesn't guarantee dopamine release. For gamification to work effectively, it must be designed in a way that it fosters emotional engagement and intrinsic motivation. We will learn about this in detail later in this blog.


Hence the saying, "Doing something challenging > your brain gets a reward > you want to do it again!" By engaging our natural dopamine reward system, gamification makes us want to engage with a product or task repeatedly without losing interest.


In essence, gamification is the art of making challenging tasks pleasurable, leading to repeated engagement and increased satisfaction. It is the clever application of our understanding of the dopamine-driven drug system to motivate behaviors and make tasks more appealing and fun.

Chapter 4: Common Misconceptions in Gamification

Misconception 1: Gamification is Just Adding Points, Badges, and Leaderboards

Gamification is often associated with simply adding points, rewards, and leaderboards to a product or service. However, the differences between games, rewards programs, and gamification are more important than the similarities.


Video games — primarily aim to engage players on a playful level, providing entertainment. They employ elaborate storylines, captivating graphics, and immersive animation to create compelling experiences for players. The mission of video games is to captivate players within the game world and the role they play, thus offering a form of escape and entertainment.


Rewards programs — on the other hand, engage participants on a transactional level. Their goal is to encourage higher value and repeated transactions with customers, or to reward employees for reaching certain goals. You'll find these programs commonly in airlines, hotels, and retail businesses, but they also extend to employee incentive programs and other categories. An example would be earning CRED points for paying credit card bills.


Gamification — however, serves a different purpose. Unlike games and rewards programs, gamification engages users on an emotional level, aiming to motivate them. It leverages game-like elements, but its ultimate aim is not solely entertainment or transactional benefits. Instead, gamification taps into our innate desires for achievement, status, and competition to encourage engagement with a product or service. It's about making the journey enjoyable, not just the reward at the end.


Gamification has tremendous potential, but many companies are not getting it right. The path to gamification success is full of pitfalls, and many companies don't understand how critical player motivation is to success. Widely publicized early successes have led some organizations to believe that gamification is a magical elixir for indoctrinating the masses and manipulating them to do the company's bidding.


These organizations are mistaking people for puppets, and their transparently cynical efforts are doomed to fail. As more poorly designed gamified solutions appear, players will begin to suffer "badge fatigue" and actively avoid poorly designed solutions. In 2012, Gartner predicted that by 2014, 80% of current gamified applications would fail to meet business objectives, primarily due to poor design. This highlights the number of bleeding-edge adopters that are getting it wrong. While this may sound like a dismal forecast for gamification, it is not.

Misconception 2: Gamification is Only for Young People

The principles of gamification aren't limited to young people; they apply to all age groups. It's a common assumption that gamification is tailored for younger, more tech-savvy audiences.


However, the principles of gamification apply to all age groups. Everyone, regardless of age, can appreciate engaging experiences, achievements, and the sense of progression that gamification brings.


A practical example is the use of gamified systems in health technology, such as the Fitbit device. Fitbit isn't merely a device that tracks steps; it's also a tool that employs gamification to engage users. Fitbit users, who range from young adults to seniors, can set daily goals, earn badges for achieving those goals, challenge friends or family, and track their progress over time. This gamified system makes physical activity more fun and engaging, illustrating how gamification can appeal to all ages. It's not the age that matters; it's the human desire for accomplishment, progression, and social connection that gamification taps into.

Misconception 3: Gamification Makes Everything Easy

A common belief is that gamification simplifies tasks, making them "easy" or requiring less effort. This couldn't be further from the truth. Gamification isn't about making tasks simple; it's about making them engaging.


To illustrate this point, think about some of the most popular and enduring games, both digital and traditional. Take the game of Chess, for instance. It's a game that has captivated millions for centuries, yet it is incredibly complex. Chess is not "easy" by any means—its beauty lies in its strategic depth and the sense of accomplishment when one outsmarts their opponent.


Gamification transforms tasks by making them more engaging and satisfying, not necessarily easier. It leverages the principles that make games enjoyable and applies them to non-game contexts, promoting commitment, motivation, and ultimately, success.

Chapter 5: Understanding Gamification

As we delve deeper into understanding gamification, we need to understand the importance of two significant forms of engagement and two types of motivation that drive human behavior.

Together, they help us understand the captivating allure of gamified experiences and why they inspire us to action.


They also shed light on how the clever fusion of these elements can make even mundane tasks enjoyable, fostering participation and loyalty in various fields, from education and fitness to business and social development. Now, let's explore these forces and see how they interact to bring gamification to life.


The Balancing Act:

Transactional and Emotional Engagement

At its core, gamification is about creating engagement. However, there are two distinct forms of engagement to consider: transactional and emotional.

Image



Engagement Chart in Gamification - rohanashik.com



Transactional engagement — involves the use of game mechanics like points, badges, and leaderboards to promote desired behaviors and actions. A retail store, for instance, may award customers points for each purchase, redeemable for discounts or free merchandise. This form of engagement drives specific outcomes, such as improved customer satisfaction or productivity.


Emotional engagement — contrarily, aims to form a deeper bond with the user. This involves cultivating a sense of immersion and connection to the experience. Take the popular mobile game "Clash of Clans," for example—it creates an emotional link with players through intricate world-building, social interactions, and progress through levels. This kind of engagement builds brand loyalty and fosters a sense of community.


Both transactional and emotional engagement are essential in gamification—they operate synergistically to craft an engaging and effective experience. While transactional engagement steers certain behaviors, emotional engagement facilitates a deeper connection, heightening motivation and engagement over time.

The Human Fuel

Intrinsic and Extrinsic Motivation:


Motivation Chart in Gamification - rohanashik.com


Understanding gamification requires a deep dive into the world of human motivation. This world is chiefly governed by two types of motivation: intrinsic and extrinsic.


Extrinsic motivation — is ignited by external factors. These could be rewards waiting at the finish line or the threat of negative consequences if a task isn't completed. Consider a student striving for a top grade on a project. The grade itself is the extrinsic motivator pushing the student to research, write, and revise. Extrinsic motivators are like the wind in our sails - they provide a clear direction and a powerful push.


On the other hand, intrinsic motivation — originates from within us. It's the inner desire to engage in an activity purely for the satisfaction it provides. An example is someone who plays piano simply for the joy of creating music. There's no audience to applaud, no prize to be won—only the intimate experience of harmony and expression. Intrinsic motivators are like our internal compass - they guide us towards activities that fulfill us.


In gamification, both forms of motivation play crucial roles. Extrinsic motivators, like points or badges, can spike immediate action and foster a sense of achievement. However, to sustain long-term engagement, the experience must kindle intrinsic motivation. The game or task must be intrinsically satisfying, beyond any points or badges.


The art of successful gamification lies in its ability to blend extrinsic and intrinsic motivators. It encourages action with tangible rewards while simultaneously nurturing an inner drive for the joy of the activity itself. This is the driving force that propels us in the compelling world of gamified experiences.


Gamification Chart - rohanashik.com


Good Gamification in Practice:


A good example for gamification with motivation and engagement is:

A learning app might use a storyline where users are secret agents trying to solve a mystery—one that can only be solved by learning new languages. The intrinsic motivation to solve the mystery, combined with the emotional engagement in the storyline, would promote more dopamine release than simply rewarding points for completing language exercises. Intrinsic motivation and emotional engagement make the activities rewarding in and of themselves, beyond any points or badges.

Chapter 6: Types of Gamifications

In the exploration of gamification, various methods and approaches have emerged to define how games can be used for various purposes. One significant contribution to this understanding comes from Yu-kai Chou, who developed the Octalysis framework, a tool that identifies 8 core drives to explain how and why different gamification types engage and motivate individuals.

Epic Meaning and Calling:

This core drive is about engaging individuals by making them feel part of a grand mission or purpose. By feeling connected to a greater cause, users are more likely to feel motivated and engaged.


Examples: Wikipedia motivates contributors by aligning them with the mission of free knowledge sharing. Freerice donates rice to the needy as users engage in educational quizzes.


Key Questions to Ask:

  1. Can we appeal to a greater cause?

  2. Can we instill a group mentality?

  3. Can we create opportunities for the user to help others?


Effect: Long-Term

Motivation: Intrinsic


Development and Accomplishment:

This drive is related to the human need for growth, progress, and achievement.

Examples: LinkedIn rewards users for completing their profiles, While Twitter provides a platform for growing a following.


Key Questions to Ask:

  1. How do we make users feel accomplished?

  2. Can we add visual progression?

  3. Can we add an element of challenge?


Effect: Long-Term

Motivation: Extrinsic

Empowerment of Creativity and Feedback:

This core drive is about encouraging creativity by giving users the tools to create, modify, and innovate.


Examples: Minecraft enables players to build virtual worlds. Chess stimulates strategic thinking.


Key Questions to Ask:

  1. Can we provide tools for creativity?
  2. Can we give multiple paths to the same goal?
  3. Can we allow personalization?


Effect: Long-Term

Motivation: Intrinsic

Ownership and Possession

This drive motivates users by creating a sense of ownership and a desire to control, personalize, and increase possessions.


Examples: Earning money provides real ownership, While collecting Pokémon in Pokémon Go offers virtual ownership.


Key Questions to Ask:

  1. Can we provide collectible objects?
  2. Is there room for personalization?
  3. Can we instill a sense of ownership?


Effect: Long-Term

Motivation: Extrinsic

Social Influence and Relatedness

This core drive is centered on social interactions, relationships, and a sense of connection.


Examples: The desire to have an iPhone because a friend has one shows social influence in purchasing decisions.


Key Questions to Ask:

  1. Can we add communication between users?
  2. Can we provide relatable content?
  3. Is there room for competition and companionship?


Effect: Short-Term

Motivation: Intrinsic

Scarcity and Impatience

This drive deals with the motivation that comes from something being rare, exclusive, or immediately unattainable.


Examples: Facebook's initial invite-only phase created a sense of exclusivity and urgency.


Key Questions to Ask:

  1. Can we promote scarcity?
  2. Can we add elements of exclusivity?
  3. Is there room for limited opportunities?


Effect: Short-Term

Motivation: Extrinsic

Unpredictability and Curiosity

This core drive is about the excitement of the unknown and the desire to discover what comes next.


Examples: Gambling thrives on unpredictability, while series like Money Heist keep viewers hooked with unexpected twists.


Key Questions to Ask:

  1. Can we add randomness or chance?
  2. Can we provide freedom to explore?
  3. Can we motivate with unknown rewards?


Effect: Short-Term

Motivation: Intrinsic

Avoidance and Loss

This drive is related to the fear of losing something or missing out, which can act as a strong motivator.


Examples: Limited edition products create urgency, while loyalty programs motivate ongoing engagement to avoid loss of status or rewards.


Key Questions to Ask:

  1. Can we make users feel a sense of loss if they quit?
  2. Can we create limited opportunities that disappear?
  3. Can we appeal to future rewards if users stay engaged?


Effect: Short-Term

Motivation: Extrinsic

Chapter 7: Designing a Gamified Experience (A Comprehensive Guide)

Best practices for implementing gamification in your product or service:


To create a game-based solution that emotionally engages people, it is necessary to have a thorough understanding of the players. Their objectives may not be rational, they may be difficult to recognize, and they may not be consistent among the intended audience.

Step one: Define the Business Outcome and Success Metrics

Start by clarifying your business objectives and determining how you will measure success. What is the desired outcome, and what metrics will help you gauge whether your gamified strategy is effective?


For instance, if your goal is to boost employee productivity, success metrics might include increased task completion rates or decreased time to complete a task.

Step two: Define the target audience

  • Explore the target audience

  • Create User Personas


Define the target audience, understand the demographics, and develop personas that represent the most typical personalities and goals of players.


Understanding your audience is pivotal. For a gamified learning platform targeting young adults, you may consider gaming elements that resonate with popular culture. Creating detailed user personas can guide your design. If your audience includes different age groups, like children and elderly people, your design must cater to their unique preferences and abilities.

Step three: Aligning Business Objectives with Player Goals


Shared Goals in Gamification - rohanashik.com


The area of overlap between defined business outcomes and discovered player goals is the sweet spot for gamification.


Understanding what your business aims to achieve and how it connects with the intrinsic and extrinsic motivations of the players is vital.


For example, if a company wants to enhance employee productivity, they might find that their employees are motivated by recognition and personal growth. By creating a gamified platform that offers badges for completed projects and paths for skill development, they align business goals with player motivations.


Example: A healthcare app's business goal might be to encourage users to exercise regularly. Understanding that players may be motivated by personal health goals or community engagement, the app could create daily challenges and community leaderboards. The alignment between helping users achieve their fitness goals and increasing engagement with the app creates a win-win situation.

Step four: Determine the player engagement model


  1. Collaborative/Competitive: Depending on your objective, decide whether the focus will be competition or collaboration. A corporate training module might use collaborative challenges to foster teamwork, while a sales incentive program might encourage competition.


  2. Intrinsic/Extrinsic: A fitness app could use intrinsic motivation by providing a personalized fitness journey, while extrinsic rewards might include discounts on fitness products.


  3. Multiplayer/Solitary: Designing a team-based quest might foster collaboration in a workplace setting, whereas a meditation app might focus on a solitary experience.


  4. Campaign/Endless: If your gamified system is for a one-time event, a campaign structure may be more fitting, whereas an ongoing customer loyalty program might prefer an endless structure.


Step five: Define the play space and plan the journey


Play space. This is the environment that you provide for the players to engage with the game and with one another. In contrast to video games, most gamified solutions do not have elaborate virtual worlds with high-quality animation, simulations, and avatars. Most gamified solutions provide a very basic play space that can show players’ profiles, progress, and all the tools necessary for the player to engage in the solution.


Player journey. This describes the path the players take through the solution. From on-boarding the players through taking them to advanced levels, designers must carefully balance challenge and skill as the player progresses, in order to maintain engagement.

Step six: Define the game economy

An e-commerce platform might create a point system where points can be exchanged for discounts. The game economy must be balanced and fair, encouraging continued engagement without easily maxing out rewards.


Example: In a language-learning platform, the game economy might involve earning points for daily lessons, badges for streaks, and unlocking new levels as proficiency increases. If it's too easy to earn points, players might lose interest; if it's too hard, they might feel discouraged. By analyzing user engagement and learning pace, the platform can fine-tune its point system, badge rewards, and level difficulty to keep users engaged and motivated.


Do not expect to get it 100 percent right the first time around. Gamification solutions are developed iteratively. Launch for a small group of people and develop over the time by understanding the user behaviors and actions.

Chapter 8: Common Pitfalls to avoid

I recently had a conversation with a software vendor client who wanted to gamify the company’s software offering. His opening statement was, “we just need to add some points and badges, which seems easy.” His perspective is quite typical of many people—that gamification is technically a very easy problem to solve—and they are right. But as you now understand, the challenge of gamification is designing the player experience, not the technology. Many organizations proceed without clearly understanding the nature of the challenge, and many of them will fail. Below are the common reasons why gamified solutions might fail:

Unclear Business Outcomes:

A company that wanted to increase employee engagement through gamification but failed to define specific metrics might see no significant change or even a decline in engagement. Proper goals must be set, like a 15% increase in employee participation in a specific program.

Misaligned Goals:

For example, if a fitness app focuses solely on achieving the gym's target memberships but ignores individual fitness goals, users may feel disconnected and stop using it.

Lack of Emotional Engagement:

A loyalty program that only offers discounts without understanding customer preferences may fail to create a lasting connection. Understanding what emotionally resonates with the players, such as personalized experiences or community recognition, can drive deeper engagement.

Failing to manage the game economy:

Managing the game economy requires thoughtfulness. Value of Rewards: Imagine an online learning platform that distributes badges too easily. The badges lose their prestige, and learners are no longer motivated to earn them. Motivation to Use Points: If an employee recognition program has points that can't be redeemed for meaningful rewards, it becomes a meaningless system. Allowing employees to exchange points for tangible benefits ensures they see value in the process.

Jumping to the endgame:

Badges without context or criteria will lose value. For instance, if a language learning app gives badges for merely logging in rather than completing lessons, users won't feel a genuine sense of accomplishment.

Being inappropriately competitive:

Balancing competition and collaboration is key.


Misusing Competition: A sales contest that only rewards the top-performing salespeople might demoralize the rest. Instead, a tiered system that recognizes improvement can motivate all levels. Celebration vs. Competition: An example could be a company-wide wellness challenge where everyone who reaches personal goals feels celebrated, fostering a sense of community rather than rivalry.

Creating skill/challenge imbalances:

Easy Onboarding: Duolingo’s approach to teaching languages, with progressive challenges and immediate immersion, is an excellent example of creating an engaging learning curve. Sustained Engagement: A game that becomes too difficult too quickly can discourage players. Games like Candy Crush keep players engaged by balancing challenges and rewards over time.

Targeting the wrong audience:

Audience Understanding: A health app that rewards users with fast food coupons clearly misunderstands its audience's goals and values. Avoiding Generalization & Personal Bias: A tech company that uses geek culture references in its gamified training might alienate non-tech-savvy employees. Understanding the diverse interests within the target audience ensures more universal appeal.

Gamification Skills:

Without expertise, a gamified solution can flop. Investing in professional design or consultations with gamification experts can lead to a more engaging and effective experience.

Adding work to the work:

If a company implements a gamified system that's separate from regular workflow, employees may find it burdensome. Integrating gamification into existing platforms, like Slack, can enhance participation.

Gaming the system: Beware of hackers

Security measures must be in place. If a rewards program can be easily manipulated to gain undue points, it risks devaluing the entire system.

Promoting and launching:

Don’t expect that “if you build it, they will come.” Plan to invest time and money to market the gamified solution through the launch to develop a critical mass of players.


Effective promotion and launch strategies are essential. A health insurance company might introduce a wellness program with a soft launch to a targeted user group before rolling it out widely, ensuring that the design resonates with its audience.

Chapter 9: Conclusion

Gamification is more than a trendy buzzword; it's a potent tool that, when executed with precision and understanding, can transform mundane tasks into engaging and motivating experiences. The journey through Gamification playbook has unveiled the intricate layers that comprise this dynamic concept. From recognizing the balance between intrinsic and extrinsic motivations to understanding the fine line between short-term and long-term effects, we've delved into the art of player engagement and the science of motivation.


But the journey of gamification doesn't end with the initial design. Gamified solutions should evolve over time to add new functionality, engage the audience in novel ways, and maintain freshness. From the first day of the launch, the interaction with the audience begins to shape the solution's evolution, making continuous learning and adaptation crucial.


Whether enhancing educational experiences, driving customer engagement, or inspiring a workforce, the principles of gamification offer a dynamic and innovative approach. As the field continues to evolve, so too will the opportunities for those ready to play, learn, and grow. The next level awaits, and the game is far from over.


- Rohan Ashik


Also published here.