5 Mistakes to Avoid in Gamification
After analysing several different gamified solutions it has become clear that gamified apps are doing the same mistakes over and over again. Below is my list of 5 most typical mistakes to avoid gamified applications.
#1 Not explaining the value of points
Points have no value unless they are put into the game context and players realize how points translate into their success in the game. Let's take Yu-kai Chou blog for example
The label “180 pts to level up” does not give any explanation to the benefit of those points or the levels. Why would the user want to be a higher level in the first place?
People press“Start” but because it’s a call to action not because they want to level up. A simple “Learn more” would work just as well if not better.
Always ask this one simple question: “Why would the users want to get more points?” and design the solution around the answer.
#2 Using a linear scoring system
For a game to be engaging, tasks have to be valued by their difficulty and relevance. Scoring system with depth and variety not only creates engagement but also allows to control the user’s behaviour. Raising the value of a specific task makes it more attractive and allows the app to guide the user to finish a specific task.
When every task is valued alike, it doesn’t matter which ones to complete. That results in a boring gameplay with lack of variance.
#3 UX does not support gamification elements
People forget that Gamification is a tool not a solution. That means in order for an app to be engaging it still has to follow everything we know from the science of UX and clear design. Let’s take an example from SuperBetter — a solution by Jane McGonigal.
UX alone has enough flaws that it doesn’t matter whether SuperBetter uses gamification or not. It’s the bad design and UX that distracts and confuses the users. People don’t want to play games with confusing interface. Interface has to complement the gamification elements by promoting achievements, progress and goals
#4 Forcing the user to make irrelevant choices
Imagine going to the grocery store and having to specifically think about and choose which door to use to enter the store. It’s an absolutely irrelevant decision that would make you forget about that impulsive thought of buying a specific item.
Gamification is all about keeping the user in the flow of gaming and every deviation from that results in confusion and loss of engagement. Every decision the player makes has to result in advancement in the game to enforce the focus on the progression in the game not taking it away.
#5 Stopping after onboarding
Onboarding has to end with the user already having something to do. It’s like a major quest line where first quest in the chain is onboarding but the goal for the user is to finish the whole quest line.
An empty screen is one of the worst mistake an app could have. There should always be the next step for the user to complete.
These were my five mistakes to avoid in gamified solutions. Do you agree with this list? Let me know in the comments!
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