Why use Gamification
In our latest post we established that Gamification is a very powerful tool that allows us to generate/build happiness while increasing people´s motivation to achieve a goal.
This is due to two main conclusions:
- There is a strong connection between game mechanics, dynamics and aesthetics (MDA) that gamification is based on, with the well-being PERMA factors of Dr. Martin Seligman
- A link between the happiness (well-being) PERMA elements and the main factors of motivation can be identified, according to the extended Self-determination theory of Deci and Ryan
When "joining dots", we realise that the formula of Gamification is:
Gamification = Goal = Happiness (PERMA) + Motivation (extended SDT)
If you feel like knowing more about it check my post "Why use Gamification" here: /2013/04/why-use-gamification.html
Many other resources can be found in that post, as well as the official links for some more expert insights!
We should
not use gamification!!!!!!!!!!!!!!
Sidney Lopez
The
NOT to use factors
Up until
now, we have established that gamification is used to increase people's
happiness while boosting their motivation towards a goal. In consequence, we
have discovered which are the most important factors that drive it so, if we
know why we use it, can we identify the situations when not to apply it?
And the
answer is: YES!!!!
Going
through the reasons why it is used again, we can see that happiness, motivation
and goals are the main keys points
So, if we
are thinking about applying gamification and:
- A start-end
task or activity cannot be clearly identified or there's no motivation for
it
- The motivation for the target task or
activity is more than enough to
accomplish it
- Or we
are clearly not creating or increasing
the happiness of the people involved
No
goal: start-end activities
One of
the main factors to apply gamification is the existance of a certain purpose,
an activity that is started because of a reason and its finish line is a clear
goal. This means that if no clear goal
to accomplish this task is involved, there is not that much gamification
can do.
This is
the case when we are doing things just
for the sake of it, without a meaningful reason. Playing football for fun
with some friends, having a picnic on a sunny day or checking out stuff on the
internet to get some information are good examples for it. As we can imagine, it is not that recommendable to gamify this activities since no long term goal is involved and they dont start because of a stated reason. We do them just because we want.
On the
other hand, it has to be said that this
kind of tasks are not the common thing, and a start-end pattern can be
identified in the majority of activities that we do day by day. In some cases
it's clearer that in others, but if we think about it, almost all of them are
started by a reason and done in order to accomplish a meaningful goal. (Think
about "Chore Wars" and how "chores" also have a reason to
start and of course a purpose can be identified in time)
When applying gamification, there must be a start-end
pattern underlying or it will not be as effective or powerful as usual,
especially in the long term.
Enough
motivation: Time/Speed/Seriousness
Another
one of the reasons not to apply
gamification is the "enough motivation" factor. By this, I am
thinking about those kind of activities that we don't need a motivational boost
in order to perform them in an optimus way.
This is
the case when extreme time or speed constrains appear and the activity is a
matter of "life or death". In addition, there are some cases when the
seriousness of the task itself is more than enough to do it.
In
example, taking a relative to the hospital, doing an exam or explaining the
business current situation to our stakeholders are things that need to be done,
and due to their seriousness they need to be quick and effective without any
delaying steps in the middle.
When applying gamification, we have to be aware of the
time, speed and seriousness constrains involved. Sometimes gamifying is not
advisable.
Unethical
or Amoral behaviours
Our last
factor is a very clear one. Gamification must always be a tool to promote
ethical behaviours and it musn't be used in any other way.
When
gamification is causing great harm, as some recent studies have shown with
"gamblification", or it is not promoting happiness or motivation in a
good way, it should not be used.
For more
information about this topic i suggest you to read Andrzej's )
Sidney Lopez