The chances
of having attended a talk on gamification and listening a quote from Gartner
are 99% . That organization is responsible for painting a future where 50 % of companies will use gamification to innovate their processes and 80 % ofprojects will fail gamification in 2014 due to design problems.
On 4 April,
Brian Burke (Analyst) published on the company blog that future failures could
be foreseen due to a loosely definition of " gamification" and
therefore they have given a new twist to this definition (no, they have not
decided to call it “ludification” ):
"The
use of game mechanics and design experience to digitally engage and motivate
people to Achieve Their goals"
In case
anyone is wondering , the latter definition , extracted from their IT Glossary
was:
Gamification
is the use of game mechanics to drive engagement in non -game business
scenarios and to change behaviors in a target audience to Achieve business
outcomes . Many types of games include game mechanics : such as points , challenges
, leaderboards , rules and incentives That Make enjoyable game -play. These
Applies Gamification to motivate the audience to higher and more meaningful
levels of engagement. Humans are "hard -wired " to enjoy games and
have a naturally tendency to interact more deeply in That activities are framed
in a game construct .
I write
this post two days after the release , and I'm not the first to react ( Herger
, Rackwitz Marczewski and other have already answered). Dear reader, as an
exercise , I'd like you to try to think what points of the definition that have
been more criticized. Then read on.
Keeping the
concept of "Game Mechanics" instead of "Game Elements" ,
ignoring the dynamics , balance or aesthetics elements whose importance had
been stated by frameworks such as MDA.
The other
option to maintain the “Game Mechanic” approach is that they have decided to
include every other concept (feedback, balance, reward patterns…) within it, an
inefficient decision especially when designing or when identifying the value
that each element brings to the whole system.
Continue
using points, medals and leaderboards as paradigmatic examples. Besides, as Herger
or Rackwitz says in the comments of the post, those are mainly feedback
elements (like the "wedges" in Trivial). With the huge number of
innovative examples throughout the past three years, using PBL as examples of
gamification instead of gifting, avatars, vanity items, powerups etc ... Is in
my opinion a simplistic (and somewhat outdated , I venture to add) perspective.
I think Mr.
Burke has to receive a deck of Marczewski’s or Manrique’s cards, to see the
full potential of game elements.
Third
point, the unnecessary inclusion of the "digital" term, excluding
from the definition all activities not technology mediated and all the environments
where technology is irrelevant, but not gamificatio). Burke himself , in a
comment on his post, argues that if anything differentiates gamification today ,is
the possibility to bring the power of PBL to lots of people through technology
. Mr. Schell was right: The gamepocalypse has arrived.
Fourth, the
exclusive emphasis on commitment and motivation as the ultimate goal of
gamification. Again I don’t deny the value of gamification to “energize” users
, but I don’t think that is the main value of it. Well-designed systems use
gamification to make out surrounding reality more comprehensible, to make
people achieve their goals because they are more effective at making decisions and
at applying their skills, and not only because they are more motivated .
Gamification works because it empowers (and not only motivate) the knowledge
and skills of people.
In a
nutshell, I don’t see the definition of Gartner as “bad” (Although, I’ve gutted
it top to bottom). I think that with their emphasis on the “digital” thing, the
firm is trying to narrow a definition of the term that meets their needs as a
consultancy, technology and services company, rather than defining gamification
with the intention of helping the discipline to take a qualitative leap forward
.
Gartner has
contributed a lot to the development of the discipline and its popularization.
If they keep this definition... will it mean a loss of credibility within the
professional community that uses gamification as a tool? I don’t think so.
But I get
the feeling that, with this new revamped definition they are helping to fulfill
their prediction of 80% of failures by bad design. Self-fulfilling prophecy?
As Indy's Guardian of the Holy Grail would say: When defining gamification, Gartner choose... poorly.
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