Amy Jo Kim: The term ‘gamification’ won’t exist in five years

Screen Shot 2013-08-20 at 11.58.23 AM

For Amy Jo Kim the term “gamification” is as divisive as “community” was at the dawn of the Internet era.

“It means so many different things that you could spend all day arguing about ‘Oh this is a real community. No, it’s not. Yes, it is. Blah, blah, blah… who cares?’” said the longtime software designer in a recent Web panel hosted by the University of Waterloo, ahead of its Gamification 2013 Conference in October.

“I don’t tend to use the word ‘gamification,’” added Kim, principal at Shuffle Brain and a renowned social game and community designer and planner. “In five years the word won’t even exist: we will be just talking about great design. Some of it will have a game style, some of it may not and you just use it appropriately as it goes there.”

Kim, who previously helped design the eBay site and music video game Rockband, said gamification is most commonly associated with the loyalty industry, which has applied a reward-like structure to hook consumers. That’s not inherently bad, she added, except when it’s applied without regard for the user experience.

“Just making something gamelike, doesn’t mean it’s going to be good,” said Kim, referencing the derogatory term “Incentives 2.0” that has been widely applied to loyalty-rewards platforms such as Foursquare that have proliferated over the last five years.

The backlash is in response to the blanket approach by what Kim called “gamification vendors” that present their solutions as a kind of “magic pixie dust” that businesses simply need to “sprinkle on your application and wonderful things will happen.”

A 2011 study by marketing research firm Gartner found that by 2015 more than 50 per cent of organizations will gamify their innovation processes and that gamification will be as important as Facebook as a tool to retain customers.

Stephen Anderson, the creator of card game “Mental Notes” and a fellow designer who participated in the online discussion with Kim, helps companies build more interactive and engaging apps that employ game elements to create a better user experience.

He said companies should look to Minecraft, a popular videogame where players are plopped into an imaginary world and must learn how to build shelters to avoid being devoured by monsters. Beyond survival there are no goals and users are free to play however they choose.

In this way the game fosters what Anderson referred to as the “autonomy of purpose” that he said spurs human learning and endeavours.

“What can we bring from that back to the design of business apps?” queried Anderson, who wrote “Seductive Interaction Design,” a book that applies dating best practices to business apps. “Most of the apps I’ve encountered on the Web aren’t very good at introducing themselves and easing a person into their system.”

The key is for game developers to pull back and “let the audience do more,” conceded Anderson, who will be running a workshop at the conference that runs from October 2-4.

As a good example of this, Anderson pointed to Twitter’s favourite, or “star,” function that can be in a variety of ways: as a simple bookmark, a testimonial or as a kind of “like” function to give kudos to people for their tweets.

“They had never specified what the use case was, they had just provided this feature that people could use and make up what they will.”

 

Jon Cook

Jon Cook is a new media veteran, having worked online since 1996. Jon has specialized in startups, having cut his teeth as an editor/reporter at Canoe.ca for 12 years. He has also worked at Reuters and TheGlobeandMail.com.

  • Mario Herger

    Funny that the first argument why the term gamification will go away is the comparison to community. That term is still around after many years. And honestly, “cloud”, “mobile”, “big data” are just as stupid terms as gamification.

    Anyways, here is a writeup of why the term will stay: http://enterprise-gamification.com/index.php/en/blog/4-blog/143-the-term-gamification-why-i-hate-it-and-why-i-love-it

  • http://www.romanrackwitz.de/ Roman Rackwitz

    I agree with Mario that the term Gamification will stay but (and I know that Mario and also my other company partners and Gamification-Experts Marigo Raftopoulos and Yu-kai Chou will be in complete agreement with this) Amy Jo Kim is totally right when she says that “…Gamification is mostly commonly associated with the loyalty industry”.

    That’s a pity and we have to overcome this in order to lead Gamification to the next level in its market recognition. To say that Gamification is a loyalty program just because sometimes they share elements like PBLs (points, badges, leaderboards) is like you would say that a soapbox is a car because they share elements like tires or a wheel.

    So, I believe that the term will stay but there is a lot of work to do in the longterm to help it to achieve its acknowledgement that it deserves. Otherwise, it will be used by marketeers and people that just want to jump on the bandwagon for short-term selling as a simple PBL machine. And that wont work. Or would you use a bottle Mouton-Rothschild just for cooking a sauce? Sure your could, but…;-)

  • Daniel Meusburger

    I also agree with the prior two comments (and examples) of Mario and Roman. I do believe that the term will stay even though there will be some changes and discrepancies on how people are using the term.

    As Mario said, “big data” is similarly or even vaguer and more diffusive as a term for such a broad topic. Just as gamification it connects to various areas like analytics and comprehends various concepts which can be applied in a multitude of ways.

    I guess that after the hype (and the trend of superficial gamification news and articles) slows down we will (hopefully) see more people talking about the connection to the areas and benefits/risks where gamification can be applied (enterprise collaboration [tools], social business, employee/customer engagement, employee integration,…) rather than shallow media reporting. The term gamification as a practice to create more engaging processes/applications/… will remain. But I could imagine that it could be referred to be a subsection within broader and more widely understood areas like ‘engagement concepts or design’.

  • Pingback: Links for August 27, 2013 | Andrzej's Links