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 few 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.
by Jonathan Peters, PhD
Sententia Gamification Chief Motivation Officer
I recently read an article about creating engagement at events in a manner that people put the needs of the group ahead of their own. The author mentioned a bar in College Park, MD, that had an innovative beer special: beer was $1.50 until someone, um, “relieved themselves.” When someone couldn’t hold it anymore and used the restroom, the beer prices went back to the regular price.
This game mechanic, “hold-your-pee,” probably won’t get included on Sententia Gamification’s list of game mechanics, but like all mechanics, hold-your-pee does appeal to different core motivators differently.
For instance, if someone were highly motivated by Acceptance, they would leave the bar and drive down to the road to use the restroom at a McDonalds instead of letting down the group. This game mechanic would put them under a lot of stress both emotionally and physically.
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