In the previous tenant, we learned the formula for creating a level-up ladder to keep your players (or users, customer, audience, etc.) engaged over the long term. The secret is to take baby steps. Although this is the general idea, how it’s done in practice requires some finesse and subtlety.
This is a design aspect of gamification that many practitioners get wrong. It is also an area that I’ve worked on for many years at Lithium, which culminated in a patent that was granted by USPTO last month for the gamification spectrum.
We all know that Gartner identified gamification as an emergent technology in its 2011 Hype Cycle report. But perhaps not everyone knows that they also published a report in 2012—the very next year—suggesting “80% of the currently gamified apps will fail due to poor design.” After all, gamification is not that simple. There are many nuances that could undermine its success. So how can we design gamification better, so we don’t repeat the mistakes of those other 80%?
Since these are short posts with quick practical advice, I am purposely being brief, but I will compile all the tenets together in a summary post at the end. So let’s move onto the 3rd tenet for successful gamification today.
These are fundamental principles that I found to be inherently true, but are very often overlooked by less experienced gamification practitioners. I hope these tenets could help bring the gamification industry into the slope of enlightenment and eventually plateau of productivity.