by Monica Cornetti
CEO, Sententia Gamification
Is it possible to make dull, difficult, tedious, or challenging tasks just a little more fun?
What if you could make your employee learning experiences interesting, challenging, and FUN -- perhaps more game-like?
The reality is… you enjoy playing games. You’ve been playing games since the days of cavemen, and it is your nature to compare yourself to see how you measure up to others. Games drive emotions, build loyalty, and create character.
Watch people immersed in gameplay and you’ll see their whole being is involved. They’re using their skills to the utmost. Time becomes meaningless and minutes, even hours, fly by. What if you could deconstruct games to understand what causes people to play games for hours, being completely involved in an activity for its own sake?
Because FUN is a completely subjective concept, to create courses that learners find relevant and fun is the pursuit of every...
by Jonathan Peters, PhD
CMO, Sententia Gamification
There is an oft-quoted and perhaps overused prediction by Gartner that 80 percent of gamification efforts are destined for failure. (At least that was the prediction in 2014.) Given the prevalence of the Pareto Principle (80/20 Rule), we could say that, hypothetically, only 20 percent of gamification efforts in the Learning and Development space will be successful.
Why will so many gamification efforts be unsuccessful if not outright failures? Could it be that designers and instructors simply slap some game mechanics on a program and declare it gamified? Instead of examining their programs and learners, and then strategically interweaving game mechanics, they settle for some points, badges, and leaderboards and wonder why they see very little changes. That’s like placing a cherry on top of a dish and declaring it a sundae. That one ingredient does not magically convert Brussel sprouts into a delectable dessert.
With a nod to Simon Sinek’s Golden Circle, it’s important to know WHY we are gamifying a program or process before we begin to actually gamify it. If I could anticipate what he would say (at least a few years ago) about the WHY of gamification, I believe Sinek would say our WHY will determine HOW we will gamify the learning program which will determine WHAT game elements and mechanics we will apply to our program.
I’m sure the idea that there are four types of gamification didn’t originate in my brain, but I’ve given some thought to the below categories recently, and I’d like to begin a discussion and an awareness when we engage in the gamification of learning. Also, these types are not separate and distinctive; there are grey areas in between. So be kind and generous in your replies (and let me know whom I should be attributing to below categories to).
Plus, we'd like to hear from you as well. If you'd like to guest blog, let us know!