Gamification news, tactics, case studies and more. The official blog of Bunchball.
This month, we tried a new approach with our Bunchball gamification webinar series. Usually, we select a topic, prepare the presentation, and then invite people to register and attend. This time, we let you, the attendees, determine how we should focus the conversation. We called the webinar, "Your Top Gamification Questions ANSWERED," and when folks registered for it, we asked them to submit questions for consideration.
People often ask me what gamification looks like, and then they're a bit surprised when I say that, if done right, gamification doesn't look like anything in particular—because it's so well designed and embedded in your systems that you don't even notice it.
When you're intrinsically motivated to accomplish something, you have an internal desire to achieve it; you'll initiate the activity for its own sake, because it's interesting and satisfying in itself. Intrinsic motivation stands in direct contrast to extrinsic motivation, which happens when some external force (like a boss), influences, motivates or requires you to do something.
If you're starting to plan for a gamification project, it's only natural that you have questions — lots and lots of questions. For example, since Bunchball solutions are built to last for the long-term (in contrast to other "quick fix" applications), many of you may be wondering, "Exactly how many people will we need to keep our gamification platform running effectively?"
Some people think an effective gamification project requires lots of resources—in the form of money, time and manpower. Others think success comes from luck or that elusive "special sauce." But none of that is true. Effective gamification doesn't have to be resource-intensive. And because it's data-driven, there's very little luck (or secret anything) involved.
You're undoubtedly aware of gamification and how it's being used by companies around the world to engage customers, employees and partners to improve business performance. But even if you can see the benefits, you may be struggling with how to communicate that vision across the enterprise. An important question to ask yourself is, "How can I align stakeholder groups (from business, IT, operations, etc.) to position a gamification project for success?
Big data refers to the explosion in the size, amount and form of information available around any one individual, organization or event. But what does that mean exactly? Why is data "exploding," and perhaps even more importantly, why should you care? Let me walk you through the definition step-by-step.
At Bunchball, we know gamification is a powerful business tool that can motivate better performance and drive ROI across all levels and all departments. However, we're also well aware not all gamification projects are created equal and some managers are struggling to achieve desired results. Gartner has even predicted up to 80 percent of current gamified applications will fail to meet business objectives. Is your gamification delivering less than you expected? Have you been up at night wondering, "What are we doing wrong?"
For help answering your questions, I asked gamification experts to describe the most common reasons gamification projects fail – and what you can do to get back on track. Here are their responses.
If you're involved with corporate learning at your company, you need to start thinking differently. Why? Because researchers have found1 that since there's typically little practical follow-up or meaningful assessments, some 90 percent of new skills "learned" are lost within a year.
In other words, even though spending on corporate training now tops $70 billion per year in the US and more than $130 billion per year worldwide, only 10 percent of skills are actually retained. That's an absolutely terrible ROI and proof to me that traditional corporate training programs need a complete overhaul.
We live in an age of distraction, and perhaps nowhere is that more evident than in a modern classroom. After all, today's students have grown up with information and entertainment at their fingertips. Cable TV, the Internet, smartphones, tablets — is it any wonder that the average person's attention span has plummeted to eight seconds1 — one second less than the average attention span of a goldfish?
How can teachers keep their students interested in learning? What does it take to grab their attention and — perhaps even more importantly — maintain it?
For a growing number of educators, the answer is gamification.