The Name of the Game Is Gamification



Strengthening Brand Loyalty Through Gameplay


By Steve Penhollow

Gamification is the opposite of workification. Neither term is considered a word by the editors of the Oxford English Dictionary, but the latter is even less of a word than the former — because I just made it up.

Workification is the gradual process by which the pastimes you loved as a kid turn into drudgery. If you don’t think that’s a term for an actual thing, you must still be a kid.

Gamification, according to blogger Zac Fitz-Walter, was coined first in 2003 by British programmer and inventor Nick Pelling.

As defined by Gabe Zichermann and Christopher Cunningham in their 2011 book, Gamification by Design, gamification is the “use of game thinking and game mechanics to engage users and solve problems.”

When Foursquare gave up its badge-earning system in 2014, many pundits claimed it signaled the end of gamification.

The idea that an onerous task might be made more pleasant and palatable by the introduction of game elements is nothing new.

Some bloggers and technology writers might want to pretend that the birth of gamification as a concept roughly coincided with the birth of the personal computer. But educators started experimenting with learning games (and with flashy rather than ephemeral rewards) many decades before the advent of the PC.

The phrase “you’ve earned a gold star” comes from the practice in many elementary schools from the ’50s through the ’70s of incentivizing students with stickers. So the phrase “star pupil” may have had more to do initially with sticker accumulation than educational celebrity.

In the marketing realm, the S&H Green Stamp program was the most popular customer loyalty or customer rewards program from the ’30s to the ’70s. The stamps were sold by the Sperry & Hutchinson Company to grocers, gas stations and retailers who would then give them out to their customers after purchases had been made. The stamps could be collected into books and then redeemed for prizes, some of them quite grand. The pasting of the stamps and the collection of the books resembled a family gaming activity. Whenever a kid at an arcade redeems tickets won playing Skee-Ball for prizes, he is paying unwitting homage to the S&H Green Stamp program.

Zichermann has said that gamification in marketing is just a logical extension of predigital loyalty and rewards programs.


Not all pundits like the term gamification, however.



Margaret Robinson of the defunct design studio Hide & Seek wrote that many gamification apps and programs just aren’t enough like games: “That problem being that gamification isn’t gamification at all. What we’re currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience.”

Like every other marketing effort in the digital sphere, gamification comes down to authenticity.

Points and badges, she wrote, “have no closer a relationship to games than they do to websites and fitness apps and loyalty cards. They’re great tools for communicating progress and acknowledging effort, but neither points nor badges in any way constitute a game.”

When Foursquare — the social networking and location-broadcasting service that was formerly one of the most prominent and oft-cited champions of gamification — gave up its badge-earning system in 2014, many pundits claimed it signaled the end of gamification.

While Foursquare’s move bewildered some people, marketing professional Oliver Stedall came up with the likeliest of explanations on his blog. Stedall believes that when some users became bored with Foursquare’s game elements, they gave up, even though the game elements were not the core of the service. The game elements had become a distraction from the brand more than a fortification of it.

“Foursquare need check-ins to power their service,” he wrote, “so they need to ensure that users keep checking in. To combat the problem of user drop-off from gamification, they are taking the necessary step to try and change the reasons people choose to check in.”



This decision did not signal the end of gamification, according to a Business Insider study, as much as it signaled the evolution of gamification.



“Consumers are no longer attracted by the novelty of competing for virtual badges and intangible rewards,” asserted a post on the Business Insider website. “The shine has faded on gimmicky applications.

“Gamified experiences must add real value to the user’s experience, or they will fail to take hold. The right gamification tactics can be used to help with user acquisition, engagement, behavior modification and management, commerce and loyalty, and business learning and innovation on the enterprise level. The key critical elements of any winning gaming strategy are varied, and include intuitive design, behavioral sensibility, balanced design, and alignment with core business objectives.”

Examples of brands doing mobile gamification right are not hard to find.


Nike has always been at the forefront of gamification with its Nike+ Running app, its FuelBand wearable and its forthcoming FuelBand app that works without the wearable.

Of Nike+ Running, Josh Trent of the Wellness Force website wrote: “In 2015, users can set the app to give various inspirational cheers throughout their runs at various milestones. Users are also able to share their runs via social networks and ask for support from friends and family and allow users to compete against, or train with, friends and strangers alike by syncing and storing running routes, which can later be searched and shared.”

Another company that has seen a huge gain in customer loyalty through a gamification app is Starbucks.

“In the case of Starbucks,” Kimberly Wong wrote for the Total Customer website, “subtle gaming elements are present in the form of a star (point) accumulation system, membership level increments with a sufficient number of purchases and the redemption of rewards in the form of free food, drinks and drink refills. Another really snazzy element of the ‘My Starbuck’s Rewards’ system is the absolutely random jackpot prizes awarded to customers regardless of membership level. Customers under the loyalty scheme are randomly presented with downloadable songs and other freebies, just because. If that’s not awesome, I don’t know what is.”

Start Up!

Finally, there’s Coca-Cola.

The soft-drink behemoth unveiled the Chok! Chok! Chok! app (rough translation: “Shake It Up!”) in the Hong Kong market in 2011.

The app created an interface of sorts between smartphones and TV screens, according to a case study posted on the Digibuzz website. Viewers could “swipe their phones to match the movements on the screen to catch fallen Coca-Cola bottle caps and win prizes.”

Within the first month, “9 million people saw the ad, and 380,000 downloaded the Chok! Chok! Chok! app,” according to Digibuzz.

The app was a success, wrote gamification expert Yu-kai Chou, because Coca-Cola aligned this campaign with its mission.

“The company succeeds in bringing happiness and optimism in the world,” he wrote for the Negosentro website, “by creating advertising that allows young people to interact enthusiastically with the brand.”

Like every other marketing effort in the digital sphere, gamification comes down to authenticity.

It seems strange to say this, but when brands are involved in the creation of games, game players can take only so much frivolity.

Steve Penhollow
Freelance Writer
BMDG

Photos: Shutterstock