Megan Hughes

Gamification: 3 More Game Mechanics that Drive Behaviour

by Megan Hughes

2012/07/03

Following my last post on gamification - which explored the what, why and where of gamification - here are a few more ways in which game mechanics help to engage users.

1. Progress Bars

Progress bars have the nifty ability of turning a series of (possibly dull) actions into a fascinating quest by tapping into a number of our inherent psychological characteristics. The first of these is the drive we have to satisfy our own curiosity. We want to find out what happens next. An incomplete progress bar is a constant reminder that there’s still more to come and, just as one would keep on turning the pages in a book to read more of the story, we keep performing the tasks required to get to the next point. This works particularly well when coupled with rewards that are delivered at various stages of completion rather than just when the final goal is reached.

As I discussed previously, dopamine (the feel-good neurotransmitter) is released in the brain when we receive rewards. It’s also released when we’re anticipating the receipt of one. Progress bars build up our anticipation by showing how close we’re getting to achieving the final goal which means we feel good about progressing. The moment of success (achieving a 100% complete) is often perceived as a reward in itself for many people, adding to the dopamine mix and encouraging behaviour.

Finally, progress bars are also a visual representation of the amount of effort or time (or perhaps money) that has already been committed to the task. Psychologists talk about the sunk cost effect which is essentially the tendency of people to continue in an endeavour once an investment of some kind has been made. The more time, effort or money someone has put into completing a task, the more likely they are to continue.

LinkedIn is a great example of a social networking site making use of this particular game mechanic. The progress bar encourages users to complete their CVs, invite their friends and update their profiles.

Read more about progress bars.

2. Multiple Short and Long-Term Goals

Linked closely to the mechanics of rewards and progress bars, games offer users multiple short-term, as well as long-term goals. This provides the user with the feeling of autonomy, as they can choose which goals to pursue. This also prevents boredom setting in during the process of achieving long-term goals, which obviously requires more commitment.

It also helps to break down more complex or larger tasks into smaller, simpler ones that are easily achievable. Humans are easily overwhelmed and likely to give up if the task feels too large or burdensome to complete.

EpicWin is a to-do list with a difference. The iPhone app breaks down a to-do list into mini achievable tasks and lets you assign achievements for completing these. The achievements all collectively work towards the user levelling up.

3. Feedback

Unlike in life, where there is a lot of uncertainty, games provide players with solid and relevant feedback. Progress bars indicate exactly how far you are in the process, rewards tell you when you’re doing things right, leader boards tell you where you fit in the social scale of things and tool tips tell you where you should be going or what you should be doing. Feedback, which links actions and consequences clearly, ultimately works to shape user behaviour and drive certain kinds of actions.

SalesForce motivates employees by having a badge reward system that is not automated. Managers allocate the badges personally and their explanation of why the employee earned the badge acts as a feedback mechanism, shaping future behaviour.

Tom Chatfield, British author and digital-age commentator, examines a number of ways in which games reward the brain. Watch the full TED talk here.

About The Author

Megan Hughes made her way into Quirk’s Cape Town team of awesome QuirkStudlings in December 2011. As a wee kid, she dreamt of becoming a famous author and got off to a great kick-start by developing a fascination for Agatha Christie’s famous “Who Dunnits”.

Comments

Hi Megan Hughes,
Thanks for sharing this great post !
Games can really have an effect on your mind.Thus gamification of some of your real tasks can make a difference.

Thanks again
Regards

Posted by Arpita on 2012/07/04

So I stumbled across this video a few months ago (and again today): http://www.youtube.com/watch?v=9NzFCfZMBkU. It's the main reason I've always had a negative attitude towards this gamification concept. Please tell me this isn't what we're heading towards!

Posted by Shitesh on 2012/07/08

Thanks for sharing that link, Shitesh!

With regards to your fears, I think Jesse Schell is a bit extreme in his imaginings of the future of advertising. As consumers, we are protected by quite a few laws that prevent brands from advertising inappropriately (such as directly into your brain).

However, if you look past Jesse's extreme view, you'll notice that what he is describing is advertising that is more fun for the consumers. Don't you think it would be great to earn points for brushing your teeth? Points you could exchange for dental checkups or toothpaste. And wouldn't it be a great way to encourage greener behaviour (like taking public transport)? I personally would love to be recognised for doing the right thing!

In fact, some of the things he's talking about are already in existence. Discovery Vitality offer discounts for their members who buy healthy foods at certain shops, discounts for gym membership and so on. It makes sense for both consumer and company in this case.

However, I think he has misunderstood something in the progression of advertising and assumes that there will be a point system for watching adverts on TV. If we look at YouTube now, consumers are given the option of not watching adverts that don't interest them. This is actually a brilliant tool which allows advertisers to only pay to screen adverts to people who are interested in what they have to offer.

Essentially, the direction of advertising (with regards to gamification) is an overall improvement in the life of the consumer. The consumer benefits both from the rewards of the point system as well as from enjoying engaging in a game.

Would you rather engage with a brand that simply tells you what is sells and commands purchase or one that lets you have fun and gives you rewards for doing some things you might have done anyway?

Ultimately, gamification still leaves the choice in the consumer's hands. It's not any form of mind control or evil manipulation.

I'll be doing a review of some more relevant TED talks on this very topic. Keep an eye out for that post :)

Posted by Megan Hughes on 2012/07/09

Woah! I'm really loving the template/theme of this website. It's simple, yet effective. A lot of times it's very hard to get that "perfect balance" between user friendliness and visual appeal. I must say you've done a amazing job with this. In addition, the blog loads super quick for me on Safari. Outstanding Blog!

Posted by Bryce on 2012/07/18

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