
(310) 477-2871
hello@wonacottpr.comThere’s an interesting post from SAY Media over on the Marketing Society blog today about the growing trend of brands using game mechanics to increase consumer engagement. As the writer muses, aren’t we all “a bit worried about being slowly transformed into reward-seeking hamsters”?
I’ve asked myself the same thing. Like everyone else, I downloaded Angry Birds last spring, and spent more hours than I care to think about perfecting my digital slingshot skills before I gave it up. It was fun at first -- and satisfying to skewer those snotty little pigs -- but once the novelty wore off, I realized that I wasn’t getting much out of the time I spent on the app. In fact, it was making me more frustrated than entertained (stupid pigs, bad pigs!). So I deleted the app, end of story.
On the other hand, my favorite app I downloaded last year was Nike Training Club, which also uses game mechanics -- the more workouts you complete, the more bonus content you get. Like Angry Birds, the app is beautifully designed, but in the end I stuck with it because it was providing me something I found valuable – a painful effective and engaging way to stay in shape. So in this case, the incentives were great, but it came down to the actual content and the fact that I found it useful in my life. That’s not to say that Angry Birds isn’t good content – obviously a lot of people enjoy the diversion it provides – but for me personally, it just didn’t have any staying power. And that’s what it’s about, isn’t it?
So as a consumer, I don’t worry that I’ll lose the capacity to judge whether a product or service I’m using is good, or whether I’m just getting sucked in by the game aspect – I know I’ll figure it out eventually, one way or another. But as a marketer, I can see the lesson, which is that no matter how much we gamify a product or service, if we’re not providing something that enriches users, we’re not successfully connecting with them. It’s as simple as that.
backI totally understand what you’re trying to say - that the product itself is more important. However it feels like you’re speaking about two different things. In other words, your comparisons are flawed in my opinion.
Angry Birds IS a game, meaning gaining levels and unlocking content are the main objectives in and of themselves, whereas Nike Training Club’s main objective is to make you work out. In order to make ‘working out’ more fun for you, they added gamification as another layer of incentive.
A better question in my mind is… while you were using the Nike app, did it make it more fun for you to work out because you were unlocking bonus content? If yes, gamification did its job.
I think the reason gamification is so appealing for marketers is because it gets consumers through the door and make them stick longer. Whereas you might not have gone past your first workout, now you’ve gone through the whole workout regimen in part because you wanted to see what you could unlock next.
In this context, it doesn’t really matter what the actual product is. If gamification made the experience even a tiny bit more enjoyable, then gamification has done its job. If you did more work outs just because of the bonus content… does it matter? You got the workout done either way!
In other words, what you’re comparing have little to do with Ramifications of Gamification as your title suggests. Do you have examples of gamification making your product/service experience WORSE? Or are you more interested in finding out meanings of life and where humanity is headed if all we do is due to incentives?
I personally dont like the gamification of apps. I am thinking about the runkeeper service for example. For me it does one thing, which is to track my runs. I rather dont get into earning promotions or ‘points’ towards some fictional ‘reward’.
I just joined fitocracy the other day and I saw some game elements in there as well. But it’s more of a social tool plus game elements.
Thanks for reading and commenting!
@ Calvin: You make great points, and yes, I admit my comparison was off. That said, I was really replying to the original post from Say Media, about the potential effects of gamification on people, and specifically to the writer’s neurotic concern that all this gamification is messing with our own intrinsic methods of motivation and reward.
Re: the Nike app, I do find that it motivates me, but I stand by my original point that if I didn’t find the content valuable, all the game tricks in the world wouldn’t make me keep at it. So yes, from a marketing perspective, gamification works! But only up to a certain point. It’s trendy now, but I’m of the opinion that, as @Florian hints, it’s not the be all end all. Definitely useful for some things, not so much for others.
I think the real question is, why is everyone so active while I do absolutely nothing with myself? Running apps…sheesh. ![]()
@sara, that’s what ‘angry birds’ is for
lol
@Sarah, wait until you hit your 30s. You might find a little more incentive. ![]()
6