Gamification

7 important questions on Gamification

But then what are 'game elements'


Elements that are typical to games, that are:
- Used in most games
- Are directly associated with games
- Play an important part when playing games (gameplay)

Gamifcation according to Gabe Zichermann (2011)

‘Gamification can be thought of as using some elements of game systems in the cause of a business objective. It’s easiest to identify the trend with experiences (frequent flyer programs, Nike Running/ Nike+, or Foursquare) that feel immediately game-like. The presence of key game mechanic, such as points, badges, levels, challenges, leaderboards, rewards, and onboarding, are signals that a game is taking place’

‘What gamification does is allow marketers to focus on what they know best, convincing consumer to take loyalty and purchasing actions, using a powerful toolkit of engagement gleaned from games’.

According to Ian Bogost (2011)


‘This is wrong, of course, key game mechanics are the operational parts of games that produce an experience of interest, enlightenment, terror, fascination, hope, or any number of other sensations. Points and levels and the like are mere gestures that provide structure and measure progress within such a system.’(poinsification)
These type of elements do not change the ‘system’ itself (it is a layer on top).
  • Higher grades + faster learning
  • Never study anything twice
  • 100% sure, 100% understanding
Discover Study Smart

Exploitationware (Ian Bogost)

Where loyalty normally works both ways (you work hard so you get a bonus or promotion), loyalty from the user of customer in the case of gamification is rewarded with things that have no real world value and do not cost anything, do not old any risks for the one handing out the reward. Bogost says there is no risk for the company, but of course this is not true.

Surface level gamification


Leaderboard for laundry workers display real time data about every workers productivity. Public color coded leaderboards. Slowest workers in red.
Consequence: called ‘the electronic whip’, fighting among coworkers, sharp increases in work injuries.

Gameful design - an important part: reframing

Our game play tends to be autotelic (playing itself is the goal). We use serious game applications (Word) for a functional purpose (exotelic). We can use design to make the user approach the product in a more autotelic way.

Chocolate covered broccoli

This is especially common in edutainment: adding gameplay to a serious application, or adding serious content to a game. This was (of course) unsuccessful: it is better to think about integrating functional and game elements from the start.

The question on the page originate from the summary of the following study material:

  • A unique study and practice tool
  • Never study anything twice again
  • Get the grades you hope for
  • 100% sure, 100% understanding
Remember faster, study better. Scientifically proven.
Trustpilot Logo