IRF Announces 10 Guidelines for Successful Gamification Efforts

IRF Announces 10 Guidelines for Successful Gamification Efforts

ID: 336466

With 1 in 4 Corporate Programs Now Using Some Form of Gamification, It's More Important Than Ever to Make Sure You're Doing It Right

(firmenpresse) - ST. LOUIS, MO -- (Marketwired) -- 09/16/14 -- The Incentive Research Foundation (IRF) has announced the recent publication of a white paper on Gamification Done Right - The Do's and Don'ts. The paper offers 10 crucial tips on how organizations can design more successful game-based programs.

Since research firm Gartner, Inc. identified "gamification" as an emerging technology in its Hype Cycle Report, the term has become a new buzzword across multiple industries. The idea is simple -- it comes from the recognition that games are extremely good at engaging their players. Gamification applies the elements of games that make them engaging to drive interaction, competition, innovation, performance and other behaviors in a non-game context. Non-game contexts can be anything from work, learning and civic engagement to health and fitness, meetings and incentive program participation.

Although gamification success stories abound, there are just as many (if not more) failures. In fact, by the end of 2012 there was enough evidence about unsuccessful gamification efforts in business that Gartner noted "80% of current gamified applications will fail." The primary culprit? Research suggests the greatest obstacle to success with most gamification efforts is poor design.

The IRF white paper, produced with support from Dr. Michael Wu, chief scientist at Lithium Technologies, includes implementation recommendations for incentive travel and recognition programs, as well as these essential steps to improve program design and enhance overall execution:

Productivity is not a single human behavior, nor is relationship-building. Instead, each of these high-level results consists of many specific detailed behaviors. Think of all the different activities that people employ to improve productivity, such as education and adopting new tools. You must know all these behaviors well enough to list them in detail.

After developing a list of behaviors you're trying to drive, you must have ways to track those behaviors so you can measure them. After all, what good is knowing the behaviors that lead to success if you can't measure (or improve) them? Although gamification is mostly about psychology, not technology, behavior tracking is where technology can really help.





Gamification changes behaviors in the physical world and can affect people in real, tangible ways. One of the great dangers of rewarding any behavior with an incentive is that people try to game the system. Another unintended consequence of gamifying a behavior is that people might overdo the behavior. This often leads to excessive, obsessive (and in extreme cases), addictive behavior.

This means knowing if your players have the following three underlying behavioral factors: 1) Do they have the motivation and want to perform the behavior? 2) Do they have the ability (and access to all the resources necessary) to carry out the behavior? 3) Is there a trigger that prompts them to take action? Most importantly, do they have all three factors at the same time? Only then will your players carry out the behavior you want reliably.

Knowing the effective timescale you want to achieve really comes down to picking the right tool for the job. Gamifying engagement of a marketing campaign that lasts a few months requires a very different set of tools from driving participation during a meeting or conference that lasts for only a few days. Likewise, driving loyalty that lasts for many years is very different from gamifying other short-term behavior changes.

Gamification tools with a feedback timescale longer than a few weeks require a community to be most effective. For example, without a community, leaderboards don't work very well because your players will be playing with people they don't know and don't care about. Consequently, the competition will be less meaningful, and thus less effective at driving the behavior you want.

Whether it's a video game, poker or golf, not all games appeal to everyone. Similarly, gamification often does not appeal to everyone equally. Consequently, the range of participation levels in your gamification can vary widely. Tying the gamification of the event to behaviors that can happen frequently and are accessible to all (e.g., location check-ins and picture posts) will engage a deeper part of the core audience.

Regardless of the experience you are gamifying, it must eventually generate some real value. Otherwise, your players will eventually realize that you have wasted a lot of their time playing, but provide no value what so ever. This leads to gamification backlash, where your players start to resist your future attempts at gamification.

Gamification is the icing on the cake. If your cake is bad, the icing won't make it taste any better. It may make the cake look more appealing, and many might actually take a bite to try it. But because the cake is bad, they will stop eating and tell others not to bother.

Quite a few companies have tried to build games on top of their enterprise systems and workflow process to drive adoption and usage. These attempts work in the short term, but they all failed eventually, because a game on top of work is generally not fun. Moreover, they often make work less efficient.

To view the full report, go to

The Incentive Research Foundation ( funds and promotes research to advance the science and enhance the awareness and appropriate application of motivation and incentives in business and industry globally. The goal is to increase the understanding, effective use, and resultant benefits of incentives to businesses that currently use incentives and others interested in improved performance.



Jon Lieb/Lois Russo
IRF Media Relations

(212) 563-8025


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Bereitgestellt von Benutzer: Marketwired
Datum: 16.09.2014 - 19:35 Uhr
Sprache: Deutsch
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