Actionable Gamification
I have a new favourite book - Actionable Gamification - Beyond Points, Badges, Leaderboards and Reviews by Yu-Kai Chou. It may be of interest mostly to me because I am in the process of implementing some of this in a business.
I have been interested in gamification for a while. In 2008, I was granted a patent on it.
According to Chou. "Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities. This process is what I call “Human-Focused Design,” as opposed to “Function-Focused Design.” It’s a design process that optimizes for human motivation in a system, as opposed to pure efficiency."
Actionable Gamification speaks of 8 types of gamification (bolded here). Not all gamification needs all 8. 4 of the 8 are positive but 4 can be bad if not used for the right purpose. Speaking of purpose - that is the first type of gamification - purpose or meaning.
I am a Fitbit user. Fitbit is a gamified experience. It starts with purpose - to stay in shape or be healthy. It also uses some of the other gamification types like social influence. I am connected to friends so can compete and see what others do. It also uses accomplishment and empowerment.
I am an Aeroplan member. It is somewhat gamified. I am close to 1,000,000 miles. This appeals to scarcity. I like the perk of lounge access and being able to get my luggage in first so have some loyalty if all else is equal.
I have a game I sometimes play when trying to get through "volume" work like clearing emails, cleaning, etc. I estimate the time to complete and try to beat it. A simple To Do list can be a type of game.
I am thinking about how to get more from life with gamification. It suits one of the rules in time management around procrastination. Add reward to a task you want to get done. With gamification, the reward can be as simple as logging completion or completing a list of items.
I have been interested in gamification for a while. In 2008, I was granted a patent on it.
According to Chou. "Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities. This process is what I call “Human-Focused Design,” as opposed to “Function-Focused Design.” It’s a design process that optimizes for human motivation in a system, as opposed to pure efficiency."
Actionable Gamification speaks of 8 types of gamification (bolded here). Not all gamification needs all 8. 4 of the 8 are positive but 4 can be bad if not used for the right purpose. Speaking of purpose - that is the first type of gamification - purpose or meaning.
I am a Fitbit user. Fitbit is a gamified experience. It starts with purpose - to stay in shape or be healthy. It also uses some of the other gamification types like social influence. I am connected to friends so can compete and see what others do. It also uses accomplishment and empowerment.
I am an Aeroplan member. It is somewhat gamified. I am close to 1,000,000 miles. This appeals to scarcity. I like the perk of lounge access and being able to get my luggage in first so have some loyalty if all else is equal.
I have a game I sometimes play when trying to get through "volume" work like clearing emails, cleaning, etc. I estimate the time to complete and try to beat it. A simple To Do list can be a type of game.
I am thinking about how to get more from life with gamification. It suits one of the rules in time management around procrastination. Add reward to a task you want to get done. With gamification, the reward can be as simple as logging completion or completing a list of items.