What Gamification is NOT (2024)

What Gamification is NOT (1)

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Brandon Carson What Gamification is NOT (2)

Brandon Carson

Starbucks Global Head of Learning, Leadership, and Cultural Experiences | Talent Development Author and Expert | Founder of Nonprofit L&D Cares

Published Jul 14, 2016

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For several years, the Learning industry has been trying to figure out how to integrate meaningful game mechanics into learning contexts. Although research on efficacy in the area of games and learning is nascent, many practitioners believe game mechanics help drive motivation to engage in learning, especially in self-directed learning. However, it's important to understand what the term "gamification" is and is NOT. And,I'd like to go on record as being one who loathesthe term"gamification". I prefer to use the term "game mechanics" in the context of learning design (but, hey, that's just me).

More importantly, it's critical for learning practitioners to determine how and when tointegrate game mechanics in learning interventions. It's difficult at best to successfully strike the right balance between play and learn, so it's key to consider the following foundational thoughts when you're about to embark on the hairy, scary journey of integrating play into your learning design:

  • Gamification is not aboutmaking your interventiona game. Successful game mechanics in the context of a formalized learning intervention is about making the learner's real-world context more engaging, realistic and immersive. Only you know the best way to do that based on your specific requirements, culture and systemic constraints. Take from the industry how best to consider the integration of game mechanics, but keep a razor-sharp focus onwhat works in your audience's context and in your organization's structure -- the idea of acceptable play may be different in a financial and healthcare domain vs. a creative arts domain like music or theater.
  • More on "game" -- game mechanics in learning is reallyabout determining theplay elements that succeed for your audience. "Game" is a broad and generic term, often connected to commercial games. I tend to focus more on the types of structured play elements that fit best in the learning context: guided, bound by rules, inclusive of systemic feedback loops, supportive and safe, and consistently connected to the organization's values. Angry Birds may not meet all these considerations. Plus, when I use the term "structured play elements" vs. "game", some C-level types feel more comfortable... ;)
  • Marketing games are not a true representation of gamification, either. If they do not involve integration of game elements intothe business process they are not great examples of gamification that matters in a learning context.
  • Gamification is nota simulation. Simulations put a person into an environment, gamification takes elements fromgames and placesthem into abusiness context.
  • "Game theory" is the study of strategic decision making -- it's not gamification.

I have found over the years that designing for real-world context is the best way to transfer meaningful knowledge for specific types of workers. It's natural to integrate play into that context; however, the critical issue is how to design the right play elements. It involves more than downloading a Jeopardy Powerpoint template. It requires thoughtful analysis, deep empathy, and a skillful understanding of the types of play elements that reinforce the identifiedlearning objective. This intersection of design requires a high-level understanding of both play and learning. And with a deeper understanding of what "gamification" is and is not, you can move quicker into designing a more effective experience.

Shruti Nayar

Training Manager at Leading MNC

7y

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A very thought provoking article, Sir Brandon Carson To present the best learning experience to our learners one needs to pay close attention to the design and implementation of "game mechanics". I came across this article on the similar lines, do give it a read and share your thoughts- https://goo.gl/4s8YXD

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Kathleen Ruiz

Sr. Manager, Sales Communications & Enablement at Equinix

7y

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Great article Brandon Carson! Hope you're well. Can you recommend any workshops on game mechanics in the context of learning? And also, this line here is brilliant: "It requires thoughtful analysis, deep empathy, and a skillful understanding of the types of play elements that reinforce the identified learning objective."

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Neil Lasher FLPI MBCS FITOL

Technical Enablement Specialist | I help executives in Technology Organisations increase revenue and reduce costs, resulting in £millions of benefits, by managing world-class technical training and enablement programs.

7y

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Thank you Brandon, Game Mechanics is going into my vocabulary in place of gamification. The perception of mechanics over the perception of 'playing' is just what I have been looking for.

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Karl Kapp

Full Professor @Commonwealth University | LinkedIn Learning Instructor | Consultant | EdTech Entrepreneur | Author | Keynote Speaker | TEDx Speaker

7y

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Well said but the one really good thing about all this talk about games and Gamification is that interactivity and engagement have come to the forefront of learning design discussions which is desperately needed--with all those PowerPoint on steroids eLearning modules. One ne thing I would add...it is not about fun either. Lots of people think it's about making learning fun. It's about, as you said, engagement.

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Jack Showalter

Executive Coaching | Facilitation | Strategy

7y

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Insightful, as always. I am interested in your thoughts on "gamification" (game based elements applied to learning), vs. "game based learning" where the entire interaction is based on a game. FWIW - I am with you on the term "gamification" - right down there with "ideation"...

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