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How Gamification 'Taps into What Makes Us Human'

June 26, 2015 / 10:39

This episode discusses gamification, featuring the gamification toolkit, its application in business, and examples like Duolingo. Key topics include the psychology behind gamification, the importance of systematic implementation, and the current state of gamification in various industries.

The gamification toolkit is a follow-up to the book "For the Win," co-authored by the guest and Dan Hunter. The toolkit aims to provide practical insights into applying game design elements in business settings.

One significant example mentioned is Duolingo, which has become a leading language learning platform with around 60 million users. The guest highlights how Duolingo uses gamification techniques, such as virtual currency and achievements, to enhance user engagement.

The guest emphasizes that successful gamification requires a deep understanding of psychology and data, rather than simply adding game elements to existing processes. They caution against the misconception that gamification can make disliked tasks enjoyable.

Finally, the guest notes that while there was initial hype around gamification, its adoption is now more widespread across various industries, and more research is needed to establish best practices for effective implementation.

TL;DR

The episode covers gamification's principles, practical applications, and the success of Duolingo in enhancing user engagement through game design elements.

Episode

10:39
00:00:05
the gamification toolkit is a follow-up
00:00:08
to the book for the win that I also
00:00:09
wrote with Dan Hunter and for the win
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introduced the concept of gamification
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using Game Design Elements and
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techniques to motivate people in
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business and we heard from lots of
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people in companies that they were
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intrigued by this idea they got the idea
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about how they could use game design
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principles but they wanted uh to dive
00:00:29
deeper they wanted to understand in
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Practical terms what are these game
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elements these pieces of games or design
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patterns that we talked about how do you
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apply them and what are some more
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specific examples of uh companies that
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have taken these tools and used them
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successfully for motivation so that's
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fundamentally what the gamification
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toolkit tries to
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do one of the key takeaways uh in this
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book and in all the work that I've done
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on gamification
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is that it's not as easy as it looks
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these are powerful techniques we're
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seeing lots of examples in e-learning in
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marketing in management in Innovation
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all these contexts of companies using
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Game design principles and game elements
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but you can't just uh take some and
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sprinkle them on to a process you need
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to think in a systematic way about what
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are the tools that you have available
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and then how can you apply them in the
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right way to achieve your goals so one
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of the key key uh aspects of this book
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The gameification toolkit is to lay out
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a pallet to show people just some of the
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range of different items and design
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patterns that you can take from games
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and get some inspiration of different
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ways that you can go and apply them to
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serve whatever your business need
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is one of the examples we talk about in
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the book is Du lingo which is a language
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learning site
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and du lingo very quickly has become the
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most successful language learning site
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on the internet in fact they have
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something like 60 million users so they
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are teaching languages to more people
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than the entire United States public
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school system and you go and look at
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what they're doing compared to other
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sites there's plenty of other things out
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there that will teach you languages the
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key differentiator is gamification they
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have a virtual currency they have
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achievements in the game they have
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missions they have little rewards and so
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forth uh all sorts of systems that are
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implemented in an integrated way to
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reinforce your engagement to reinforce
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your sense of excitement about the
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learning experience and uh frankly I
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think that the
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gamification even though you wouldn't
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call it a gamified service per se it's a
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language learning service the
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gamification is really the
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differentiator that's helped them
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succeed gamification can help to trans
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form a business but fundamentally
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gamification involves understanding
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psychology understanding design
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principles and understanding how we can
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leverage data so it's not that
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gamification is some new thing that's
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going to cause us to do business in a
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totally different way the reality is
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gamification Taps into what makes us
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human we're engaged by games we respond
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to some of these game elements not
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because it's some cool new idea that
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someone came up with but because it
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relates to our basic human drives our
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motivation for Mastery our desire to be
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connected to something broader than
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ourselves our response to a desire for
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achievement and so forth so
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fundamentally gamification is a tool
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like lots of business tools where if you
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have a goal and you can Define really
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well what that goal is and you can
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understand what the population of people
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are that you're working with whether
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that's your customers your employees or
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some other group and then think
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creatively about how to tie in ways to
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achieve that goal going beyond the very
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traditional mechanisms that we have it's
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not just saying we want to motivate you
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to do this job by paying you more it's
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thinking very broadly being informed by
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psychology and being informed by data
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about how we can excite and engage
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people in very powerful ways so that's
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really how it can ultimately be
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transformative but I always caution
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people because there's a tendency to
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think oh this is some great new
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technique that will take something that
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people hate to do and make them love it
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no if you hate to do something you still
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hate to do it but even in activities
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that some people and in some cases um
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they seem boring or uninteresting you
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can find uh ways to make them seem
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engaging and ways to actually make them
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engaging if you tie them into something
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that motivates
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people the biggest pitfall using
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gamification is thinking that all you
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have to do is drop in some game elements
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so we'll give people points for
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something and they'll get really excited
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just because the points are there and
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what we've seen time and time again is
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the services that just do that maybe
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they'll get some initial engagement
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people will sort of get excited or at
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least some people will get excited but
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then it dissipates very quickly and
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that's not necessarily the end of the
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world if what you're trying to do is
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just stimulate some initial adoption and
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then you have some great value
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proposition down the road but most of
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the time what companies want is ongoing
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engagement so what you need to do first
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of all is step back and take a broader
00:05:38
look at what the tools are and that's
00:05:41
really what the gamification toolkit
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adds is it gives you a perspective on 30
00:05:46
different game Elements which even
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aren't all the ones that are out there
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but gives you a sense of possibility so
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you're not just going and using the same
00:05:54
elements over and over again and then
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what you need to do is have a process uh
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and in our first book for the win we go
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through a six-step process to identify
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the goals identify the processes
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identify uh the people involved and so
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forth um and ensure that when you're
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deploying gamification you're doing it
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in a thoughtful way in a way that uh uh
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generates data that you can use to
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improve the system and in a way that you
00:06:22
can have some confidence will give you
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some sustained
00:06:28
engagement I think of gamification as a
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fairly horizontal technique it can work
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any place you have people and there's a
00:06:37
desire to motivate or engage them that's
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just about anything you can think of um
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and so there are examples that we're
00:06:45
seeing of gamification everywhere from
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uh entertainment type sites to uh supply
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chain and Logistics in very established
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industrial companies um in uh virtually
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all parts of the world there's adoption
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of gamification so I think it's a
00:07:01
misnomer to think that there's one
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perfect place for it again the question
00:07:05
is identifying the goal and then using
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the right tools for that objective in
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the context of your organization there's
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not going to be one right way to do
00:07:14
gamification every case some
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gamification examples for example look
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very game likee they've got bright
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colors they seem kind of fun they're
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things that show up on screen and pop
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and so forth some gamification is very
00:07:27
understated um it's very oper irational
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um because that's right for that context
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so I think pretty much anytime you have
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something where motivation makes a
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difference There's an opportunity to
00:07:40
look at gamification as a technique and
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then again the question is figuring out
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is it right for this particular problem
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what are the right ways to do it and how
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do I systematically think about ensuring
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that this is the best technique for the
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problem I have at hand
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we're in an interesting phase right now
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with gamification about three or four
00:08:04
years ago there was a lot of excitement
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so you had all these consultant showing
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up and saying this is this great new
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thing it's amazing it'll change all of
00:08:12
business um and uh not a lot of actual
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adoption at that point there were just a
00:08:16
handful of examples that everyone would
00:08:18
point to and so uh Dan Hunter and I
00:08:21
wrote our first book for the win partly
00:08:24
to give people a broader perspective to
00:08:26
organize this space and say all right
00:08:29
what is really going on here and what
00:08:31
are serious ways to apply gamification
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what we're seeing now is most of those
00:08:37
um uh Consultants who are hyping this
00:08:40
have gone away uh because again lots of
00:08:42
companies have found that if you just
00:08:44
throw some game elements on somewhere
00:08:45
it's not going to have sustained
00:08:46
engagement so we're seeing now article
00:08:48
after article saying gamification is
00:08:50
dead oh that was an old fat oh it's
00:08:53
failed that's not at all what I'm seeing
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when I go out and talk to companies and
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I go out and look at the market actually
00:08:59
there has never been more adoption and
00:09:01
never been broader adoption um I'm
00:09:03
seeing examples in gamification again in
00:09:05
companies in every industry and all over
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the world what we need now is more data
00:09:13
we need uh more research from people
00:09:15
like me and other academics to help
00:09:18
identify best practices so when you get
00:09:20
the organizations that say okay I get it
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I'm sold on the concept but I want to
00:09:25
see the evidence I want to see numbers
00:09:28
that say this is the right solution for
00:09:29
my situation this is not we've got bits
00:09:32
and pieces of that uh but we need to do
00:09:35
more um and so a lot of what I'm focused
00:09:37
on now is partly uh trying to do that
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research but partly trying to pull it
00:09:42
together um because the challenge of
00:09:44
gamification is it's at the border of a
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lot of different fields so you have
00:09:48
people looking at gamification from the
00:09:50
standpoint of marketing you have
00:09:52
gamification researchers in human
00:09:54
computer interaction uh you have
00:09:56
gamification researchers in management
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um in all these different business
00:10:00
fields and so uh part of the role that
00:10:03
um I see myself playing is trying to
00:10:07
bring those people together and bring
00:10:09
that research together and help to
00:10:11
translate it for organizations who are
00:10:13
just trying to make sense of all this
00:10:18
[Music]

Episode Highlights

  • Duolingo's Success
    Duolingo has become the most successful language learning site, thanks to gamification.
    “Gamification is the key differentiator that helped them succeed.”
    @ 02m 51s
    June 26, 2015
  • The Gamification Toolkit
    A follow-up to 'For the Win', this toolkit provides practical insights into gamification for businesses.
    “Gamification involves understanding psychology and design principles.”
    @ 03m 03s
    June 26, 2015

Episode Quotes

  • Gamification can help to transform a business.
    How Gamification 'Taps into What Makes Us Human'
  • Gamification taps into what makes us human.
    How Gamification 'Taps into What Makes Us Human'
  • It's not just about points; it's about sustained engagement.
    How Gamification 'Taps into What Makes Us Human'

Key Moments

  • Gamification Introduction00:12
  • Duolingo Example01:56
  • Sustained Engagement05:34
  • Research Needs09:35

Words per Minute Over Time

Vibes Breakdown

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