Consider including these in your gamification design
Many designers are using gamification to intrigue their users and keep them involved with an application over time. However, you want to make sure that the mechanics you are using are sound, and will make the most out of your effort. Some ludemes (things like badges, experience points, achievements, levels) may look useful since they are used in many games, but can be overused and may eventually turn a user off. Here are some things that will work in gamification.
Everyone loves a prize, right? Of course. And so do your users. Some apps give reward points just for checking into businesses. Some give you rewards just for watching TV. The points can be redeemed for actual products or services. Prizes could also include discounts or upgrades. However, if they are too difficult, people will not want to use them, and if you decide to only use prizes for a certain amount of time, people will end up disliking you for taking it away. So if you start with prizes, stay with them.
Upvotes, Likes, Follows, etc…
Validations show the popularity of a person or thing. Upvotes, likes, follows, retweets, favorites, etc. show that popularity among other users. Since popularity is the main factor, communities easily grow, therefore this is a strong thing to implement. One downside is laid out by Tadhg Kelly in TechCrunch when he says, “[validation] also requires that the source content or service is taken somewhere outside of the provider’s control, so you need to be comfortable with that.”
If you are set on using achievements, you must ensure that they serve a purpose beyond that of “achievement earned.” Whoever decides the achievement scale has a complete knowledge of why each achievement has a certain tile or meaning. Make sure that is related to the user. Otherwise only the creator will actually understand it. What would be the point of that? So make them amusing! Give users a little laugh and something they could quickly show their friends for a quick laugh.
The (Lack of) Naïvety of the User
One of the most important things to keep in mind is that the user is not naive. They have real working brains in their heads. Kelly reminds you,
“It may seem as though gamifying is all about adding various quantities (levels, badges, progress bars) to actions and creating airs of mystery. It may also seem that users are sheep who follow every system like this with more significance than they actually have. The truth is . . . that if users can’t see a point behind the number then they will soon drift away. ”
Gamification is a lot of fun for a user. It keeps them connected to an app in a positive way, which is good for business. This allows for designers to come up with new, effective experiences that attract users in different ways.
Image by metamerist