Gamification can be used to make training, skill development, maintaining good health and knowledge retention as well as being used to develop personal brands of individuals based on their choices.
Today we look at the actual implementation of gamification onto your platform. After we have taken a look at the strategy and identified the business objectives, we can start looking at either areas to gamify the product or at various alternative options as gamification should only be implemented as a learning tool in certain areas and not overcomplicate things.
We should also storyboard the user journey and create context for the end user as they need to know how to collect points and how to win and create a good reason why they should interact with your content.
There are 2 main mechanisms of advanced learning including spaced retrieval and retrieval practice. Retrieval practice is where the user is required to recall information rather than read it back or listen to it whereas spaced retrieval provides the users with a quiz or course content spaced over a period of time which leads to greater potential to benefit information retention. Spaced intervals help users retain information over time as it promotes a deeper understanding of learned material and avoids issues such as learner fatigue and interference between preceding and succeeding with learning.
Keep the rules simple
Don’t ever overcomplicate things, also provide some kind of tutorial level are experience there the learners can grasp the rules in a safe environment with little to lose, we don’t ever want this to be about the learner that knows the rules the best but rather who learns the most.
Make scoring easy and link scoring methods directly to actions which can be planned out in various scenarios before being executed onto the platform to avoid any potential problems.Keep leader boards small and divide them up into sub groups as not all of us can compete with the best and slowly work up to a larger goal. Users should also be shown this board often to keep track of how they are performing to give them access to various results, never hide data from them.
Finally, Playtest your Experience
Use levels and badges sparingly and appropriately, levels should guide users through linear content and be tied to an end objective. Users should have a good idea of how many levels they are going to need to complete before they need to stop learning. Badges are used mainly for non-linear progress, being tied to terminal or enabling objectives. The player should be able to show these off to other users to leverage the effectiveness of the gamification.
Before launching the full product, it should be play-tested on a small pilot group as discussed in the previous chapter, where we can start analysing the product based on certain metrics and iterate the final product.
Social Ogilvy (link to image)
Leaderboarded (link to image)
Karpicke and Blunt (link to image)
Engaging Comms (link to image)