As the critics point out, some gamified products are just poorly executed. Just because you saw something in a game once doesn’t mean it’ll be fun in your product. But I think that most of the critics of gamification fail to take into account the wide range of execution that’s possible. Gamification can be applied as a superficial afterthought, or as a useful or even fundamental integration. To tease out some differences and to think about how to implement gamification, we at DesignMap have started to put together a framework: |
- Cosmetic: adding game-like visual elements or copy (usually visual design or copy driven)
- Accessory: wedging in easy-to-add-on game elements, such as badges or adjacent products (usually marketing driven)
- Integrated: more subtle, deeply integrated elements like % complete (usually interaction design driven)
- Basis: making the entire offering a game (usually product driven)
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“Gamification” returns 847,000 results on Google, but we found some particularly clear, helpful, and super-smart thinkers if you want to learn a little more: |
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