10 Gamification Tips From The Motivist Team

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10 Gamification Tips From The Motivist Team

Nowadays, we are trying to motivate a generation that grew up with games in their workplaces. Although these games do not reward us financially, they can provide long-term motivation, why do we not benefit from the power of the games in our business processes? As we communicate with our employees and customers only financially, such as salary and gift certificates, some parts are not missing? Unfortunately yes. So, what do you offer to your employees other than month-end salary, discount coupons and free products to your customers?

This is where gamification comes into play. For a long time, many gamification projects continue to change the culture of institutions with in-game development cycles, internal rewards and storytelling.

In order to contribute to your gamification journey, we have compiled 10 tips from the team that has implemented dozens of award-winning gamification projects for over 6 years, exclusively for you on our website;

1 – ) The purpose of gamification is not to play games.

The purpose of gamification is not to play games, but to achieve business goals with a sense of play.

2 – ) Big goals are achieved in small steps in gamification projects.

In accordance with the flow theory, small behaviors are determined on the way to reach the business goals of the project, and these behaviors reward the person in a way that motivates them and reach big goals.

3 – ) The measurement of gamification is human-oriented.

Business goals in gamification projects should be not only company-oriented but also human-oriented. For example, if the sales targets are to be gamified, smaller targets in line with the flow theory are added on the way to sales, such as making the right guidance and suggestions according to the target, updating sales information, sharing sales tactics. The gamification strategy for sales does not start with the goal of selling.

4 – ) The purpose of gamification projects is not rewarding.

Rewards that trigger material extrinsic motivation are not recommended during gamification projects, instead in-game reward systems are designed. These aim to motivate by triggering internal motivation. For example, these rewards can be items, access, power, and status in-game. Materiality in the game should only be designed as managing, not earning that budget individually.

5 – ) Gamification editing is not the same in every company.

Gamification process of the company; It is specially designed according to the goals it wants to achieve, the organizational structure, culture and the types of players in the target audience analysis. It is improved before, during and after the project with persona studies.

6 -) Gamification projects are not designed and released once.

It is a model that will be continuously improved and developed in accordance with the agile model, not like traditional projects. Many successful gamification projects have been designed over the long term, and the project failed without improvement when players adapted.

7 -) “Score, Badge and Leadership” ranking is not required in gamification.

Although these 3 mechanics known as PBL are very popular, they are not preferred in many projects, especially in areas that require creativity or teamwork instead of competition. Instead, there are hundreds of game mechanics such as avatar, missions, progress percentages, promise, challenge and storytelling, etc.

8 -) Gamification mechanics require analysis.

  • “If there is to be a question of the day, will the questions be based on general culture or company knowledge?”
  • “What about the losing cycle after earning badges?”
  • “If avatars are to be used, should we use our own photos or can they be cartoon avatars?”
  • “If there will be a leaderboard, how will the break on time or team basis be?”
  • “If it is going to be a challenge race, should one be able to challenge and limit not everyone, above or below her/him?”
  • “If it is going to compete with teams, will it be the existing hierarchical teams or the teams that people join according to the performances?”

such game mechanics should be detailed according to need.

9 -) Gamification is not just focused on winning and winners.

In the gamification scenarios we have designed, it is necessary to keep people in the flow of the game by adding special “doping” mechanics for the players not only for the winners but also for the remaining ones.

10 -) “The Question of the Day”, which is frequently used in gamification projects, actually requires a very detailed analysis.

It is of great importance which questions to ask for the question setting of the day. For example, whether it will be direct business questions, or whether fun questions from the general culture or the Guinness Book of Records should be added to a little luck and fun element at the opening. Another example might be how often the most incorrectly answered questions about the institution should be shown again, should each question have the same difficulty and score.

BONUS: Gamification isn’t just about technology.

Famous gamification expert Gabe Zichermann said gamification is 75% psychology, the rest is technology and other details. In gamification projects, business goals, editing and persona studies take place much before technology investment. Technology will help us just like a fork and knife, but it is also important what the main dish will be, how it is prepared and how it is served. The secret of detailed research of Inooster is hidden here. While integrating the latest technology in the most accurate way, we analyze and help our customers and target audience by understanding them.

You can contact our expert team to listen to all these gamification tips and more from us and to realize gamification projects for your needs.

E.Altuğ Yılmaz
Gamification Consultant

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