Gamification is the application of game mechanics like avatars, points, badges, etc to derive human motivation. When the answer to your problem statement of why a user isn’t doing a task is “lack of motivation”, gamification can be used as a possible solution. It is the craft of deriving all the fun and engaging elements of games and applying them to a part of the product.
The games industry has mastered motivation and engagement by using a human-focused design system that appeals to certain core drives within us.
Let’s go over the 8 drives with some interesting and not so commonly used examples:
Forest, a popular productivity app uses this core driver beautifully. Your focus time starts with a seed that grows if you stay focused and dies if you get distracted. You get virtual coins too after every successful session and you can spend them to plant trees in real life. People resonate with the noble cause of saving the planet and want to contribute.
Blinkist, a book summary app, makes its users feel incredibly smart and effective, by showing progress bars for chapters, sharing interesting reads with their friends, and keeping a count of how many books the user has read. Twitter is an underrated example of using accomplishment.
Twitter came up with one-way followings in times when social connections were mutual. It allowed people to follow message updates of folks who were considered awesome. So gaining more followers felt like an achievement. People went to great lengths to earn followers, in turn making Twitter very popular.
Users of Forest know the ownership they feel for the forest and the motivation to keep playing to keep it growing. In Farmville, a user constantly works towards increasing the value of their assets, expanding their farms, and making them look pretty. People are also more attached to their IKEA furniture because they spent time building it.
One of the easiest ways to utilize this drive is through collection sets. Google Pay did exactly this with its Diwali campaign. They came up with stamps that were a part of a set following the Diwali theme. Users had to collect all 5 stamps with an assured cashback of Rs. 251. We all know how successful that campaign was, from using Google Pay regularly to inviting their friends, users did it all to collect the stamps.
Ron, a salesman for installing solar panels on the rooftops, structured his pitch somewhat like, I have come to install solar panels for your neighbors Smiths and Millers. Would you like it to be installed too? This created an 85% success rate and caused most of them to install it too. E-commerce websites also use the concept of social proof, stating how x users have bought an item. Duolingo recently came up with a feature called Friends Quest, where one can team up and take new quests every week. The idea is to keep each other accountable for completing the quest and winning exciting rewards.
E-mart wanted to increase its traffic and sales during lunchtime. They launched a campaign called sunny sale where they built a statue in front of their stores, which transformed into a QR code at noon. Now, because the QR Code could only be scanned between 12 PM to 1 PM, people rushed to the stores to see what happened. This led them to increase their foot traffic by 25% during lunch hour.
Apps asking you to sign up to prevent losing progress on a questionnaire is a classic example of “rightful heritage”. This is when a system first makes a user believe something rightfully belongs to them and then makes them feel like it will be taken away if they don’t commit the desired Action.On the Beeminder app, if you get off track and don’t hit your objectives, then you get charged $5. Some players need skin in the game, and the thought of losing something gets them motivated to take action.
Countdown timers are another way to appeal to this drive. It ensures that the user recognizes the presence of an expiring opportunity by showing them the narrowing down of the window in real-time. Amazon uses this concept well while showing “Lightning deals” where special discounts are applicable for a short period.
So, your next steps are to identify the behaviors you want users to perform, understand why they are not doing it, and then derive if gamification could remove that barrier. Are there any other unique examples that you have come across? Let me know in the comments down below.
Gamification is the application of game mechanics like avatars, points, badges, etc to derive human motivation. When the answer to your problem statement of why a user isn’t doing a task is “lack of motivation”, gamification can be used as a possible solution. It is the craft of deriving all the fun and engaging elements of games and applying them to a part of the product.
The games industry has mastered motivation and engagement by using a human-focused design system that appeals to certain core drives within us.
Let’s go over the 8 drives with some interesting and not so commonly used examples:
Forest, a popular productivity app uses this core driver beautifully. Your focus time starts with a seed that grows if you stay focused and dies if you get distracted. You get virtual coins too after every successful session and you can spend them to plant trees in real life. People resonate with the noble cause of saving the planet and want to contribute.
Blinkist, a book summary app, makes its users feel incredibly smart and effective, by showing progress bars for chapters, sharing interesting reads with their friends, and keeping a count of how many books the user has read. Twitter is an underrated example of using accomplishment.
Twitter came up with one-way followings in times when social connections were mutual. It allowed people to follow message updates of folks who were considered awesome. So gaining more followers felt like an achievement. People went to great lengths to earn followers, in turn making Twitter very popular.
Users of Forest know the ownership they feel for the forest and the motivation to keep playing to keep it growing. In Farmville, a user constantly works towards increasing the value of their assets, expanding their farms, and making them look pretty. People are also more attached to their IKEA furniture because they spent time building it.
One of the easiest ways to utilize this drive is through collection sets. Google Pay did exactly this with its Diwali campaign. They came up with stamps that were a part of a set following the Diwali theme. Users had to collect all 5 stamps with an assured cashback of Rs. 251. We all know how successful that campaign was, from using Google Pay regularly to inviting their friends, users did it all to collect the stamps.
Ron, a salesman for installing solar panels on the rooftops, structured his pitch somewhat like, I have come to install solar panels for your neighbors Smiths and Millers. Would you like it to be installed too? This created an 85% success rate and caused most of them to install it too. E-commerce websites also use the concept of social proof, stating how x users have bought an item. Duolingo recently came up with a feature called Friends Quest, where one can team up and take new quests every week. The idea is to keep each other accountable for completing the quest and winning exciting rewards.
E-mart wanted to increase its traffic and sales during lunchtime. They launched a campaign called sunny sale where they built a statue in front of their stores, which transformed into a QR code at noon. Now, because the QR Code could only be scanned between 12 PM to 1 PM, people rushed to the stores to see what happened. This led them to increase their foot traffic by 25% during lunch hour.
Apps asking you to sign up to prevent losing progress on a questionnaire is a classic example of “rightful heritage”. This is when a system first makes a user believe something rightfully belongs to them and then makes them feel like it will be taken away if they don’t commit the desired Action.On the Beeminder app, if you get off track and don’t hit your objectives, then you get charged $5. Some players need skin in the game, and the thought of losing something gets them motivated to take action.
Countdown timers are another way to appeal to this drive. It ensures that the user recognizes the presence of an expiring opportunity by showing them the narrowing down of the window in real-time. Amazon uses this concept well while showing “Lightning deals” where special discounts are applicable for a short period.
So, your next steps are to identify the behaviors you want users to perform, understand why they are not doing it, and then derive if gamification could remove that barrier. Are there any other unique examples that you have come across? Let me know in the comments down below.