The 4 Pillars of Change in Gamification, Optimisation and Behaviour Change

The 4 Pillars of Change The 4 Pillars of Change in Gamification Optimisation and Behaviour Change

In my new world, I focus on optimisation a lot in the realms of e-commerce performance. Testing, personalisation etc. It has taken a very long time for me to realise that my new world is almost identical to my old world of gamification. At their most basic, they both rely on 4 key pillars to succeed as they are both focused on behavioural change.

I wanted to just explore those briefly here with you, as much as a way of consolidating the thought process as much as anything else!!

The four pillars are. Read More ...

Gamification, Game Mechanics and Game Dynamics – The Trouble with Language

Game Mechanics Gamification Game Mechanics and Game Dynamics 8211 The Trouble with Language

One of the key issues facing gamification as it moves defiantly into its mid-teens is a lack of consistency and interoperability of the language used to describe it. The first and most obvious example of this is the lack of anything resembling an agreement on a definition of gamification. Wikipedia seems to change pretty regularly, and almost every gamification expert out there has their own version. Very few like the Wikipedia version either; “The use of game elements in non-game contexts” being the most popular. Don’t get me wrong; I love Sebastian Deterding, and the definition fits the original meaning of gamification, but things moved on a little, or at least I hope they did. Read More ...

The TRAC to Teamwork

The Trac to Teamwork The TRAC to Teamwork

A long time ago, I created a little framework for improving teamwork in organisations. I had forgotten about it until a recent conversation! So here it is, the TRAC to Teamwork

  • Trust: Develop a culture of transparency and honest communication.   
  • Role Clarity: Ensure all team members understand their roles clearly and where the boundaries are between their roles and the roles of others.
  • Autonomy: Empower everyone to work independently within their roles and ensure they feel confident enough in their team to collaborate where needed.
  • Competence: Ensure all team members have the correct skills to achieve their goals and perform their roles successfully. Offer additional development where needed.
  • Read More ...

    Learning from the Dark Side of the Gig Economy: Unraveling Incentives and Behavioral Challenges

    1214227 Learning from the Dark Side of the Gig Economy Unraveling Incentives and Behavioral Challenges

    We’ve all been there. You stop at traffic lights, and a frenzied delivery cyclist swiftly zips in front, ignoring the light. Perhaps you’re at KFC, jostled by a swarm of Deliveroo and Uber Eats drivers, all clamouring and gesturing at order numbers on their phones. Or maybe you find yourself unable to access your driveway because a colossal white van obstructs it, while an Amazon delivery person leaves £300 worth of electrical goods on your neighbour’s doorstep in the pouring rain. Read More ...

    Was Gamification Bullshit Afterall?

    Snake oil Was Gamification Bullshit Afterall

    For over a decade, “gamification” has been the prevailing buzzword, promising to infuse a dash of gaming enchantment into our mundane tasks. But was it merely a façade, as game designer Ian Bogost vehemently argued back in 2011? Let’s delve into the gamified world and discern whether it’s a genuine game-changer or simply another marketing gimmick.

    The Critique That Ignited the Debate

    In the past, Ian Bogost unabashedly declared, “Gamification is Bullshit.” He accused it of being a slick marketing ploy concocted by consultants to transform corporate life into a mere video game simulation. According to him, it’s a form of smoke and mirrors, impressing and coercing without any substantive foundation. Bogost also took a swipe at gamification for oversimplifying the potent elements that make games truly impactful. Read More ...