Roman Rackwitz Here—A Special Book Sneak Peek Just for You as We Hit the Halfway Mark!
Aug 21, 2024 7:32 am
Dear ,
I have some exciting news to share—the book on gamification has reached a major milestone: we’re officially halfway through the writing process! 🎉
This journey has been a deep dive into the science, psychology, and practical applications of gamification, and we’re thrilled to share this moment with you.
Exclusive Preview Just for You
You're among the first to get an exclusive glimpse into the book because you have shown me your interest in subscribing to the waiting list.
Although video and podcast content feel so easy to me, I struggle with formulating an entire book. How often do I sit there and read something that I liked the day before, only to say: ‘No, you can't write it like that’ and the page ends up in the ‘rubbish’.
It's your unwavering interest in the book that has got me this far and kept me going. Thank you very much.
We’ve carefully selected three excerpts that capture the essence of what we’re aiming to achieve—moving beyond superficial rewards to create experiences that are truly meaningful and engaging.
Excerpt 1:
[...relying heavily on extrinsic rewards can result in superficial engagement. Users may participate in activities solely to earn points or badges, rather than for the inherent value of the activity itself. This can lead to a lack of genuine interest and investment in the tasks, reducing the overall effectiveness and impact of the gamified system. The activities become checkbox exercises rather than meaningful experiences.
Furthermore, superficial engagement does not foster deep learning or long-term behaviour change. In educational contexts, for example, students might focus on earning points rather than truly understanding the material. In workplace settings, employees might complete tasks for rewards without fully engaging with the underlying goals and values of the organization. This shallow engagement fails to achieve the deeper, more sustainable outcomes that gamification aims to deliver...]
[...can also distract users from the core goals of the gamified system. When the focus shifts to accumulating points or earning badges, the original purpose of the activities can become obscured. Users might prioritize actions that maximize rewards over those that align with the intended outcomes. This misalignment can undermine the effectiveness of the gamified system and dilute its overall impact.
For example, in a fitness app that awards points for completing workouts, users might choose easier workouts that offer the same points as more challenging ones, thereby compromising their fitness goals. In educational platforms, students might opt for easier tasks that yield more points rather than tackling more challenging assignments that promote deeper learning...]
[... and leaderboards inherently emphasize quantification. While this provides clear and measurable indicators of progress, it can also reduce complex behaviours and achievements to simple numerical values. This reductionist approach overlooks the qualitative aspects of user experiences and accomplishments, which are often more nuanced and meaningful.
Quantification can also lead to a narrow focus on measurable outcomes at the expense of holistic development. In educational contexts, for instance, the emphasis on earning points for correct answers can overshadow the importance of critical thinking, creativity, and problem-solving skills. In professional settings, employees might focus on meeting quantifiable targets rather than engaging in innovative and collaborative efforts that drive long-term success...]
Excerpt 2:
[...recognize that play is not an invention of the entertainment industry but a result of evolutionary testing. Throughout human history, play has served critical functions such as learning, socialization, and problem-solving. This innate drive for play reflects a deeper need for engagement, challenge, and personal growth. By understanding play's evolutionary roots, we can appreciate its role in fostering intrinsic motivation and recognize that the value of gamification lies in enhancing meaningful engagement rather than merely providing entertainment...]
[...we see a clear disconnect between what science knows and what is practised. For instance, the myth that people always want things to be easy, quick, and rewarding ignores the deep satisfaction that comes from overcoming challenges and putting in effort. Similarly, the misconception that gamification makes everything fun overlooks the complexity and depth of human motivation, which is not satisfied by superficial entertainment alone...]
[...Repetitive tasks, often characterized by routine and predictability, have historically been managed through extrinsic motivators—rewards and punishments. This approach is rooted in traditional management theories that view human behaviour as primarily responsive to external stimuli. Tasks that are straightforward and require little creativity can indeed benefit from clear incentives. For instance, a factory worker performing the same assembly line task repeatedly may be motivated by performance-based bonuses or pay increases. The simplicity of the task aligns well with extrinsic rewards, driving efficiency and output.
Creative tasks, on the other hand, require a different approach. These tasks involve problem-solving, innovation, and the application of unique skills and ideas. They are inherently more complex and unpredictable than repetitive tasks. Science emphasizes that intrinsic motivation—driven by internal satisfaction and the desire for mastery, autonomy, and purpose—is far more effective for creative endeavors. On the contrary: if people are offered classic extrinsic rewards or other motivators in a situation that depends on their cognitive ability (creativity, problem-solving, adapting to new conditions), they generally perform even worse...]
Excerpt 3:
[... but we have you covered. This is why we have developed, tested, adjusted, and strengthened our Drive Method. It offers you a structured and easy-to-follow six-step framework that you need to have in place to demonstrate that you have grown up from what used to be the classic way of human motivation: carrots & sticks.
There is no point in trying to skip over any of these steps. You can't just leap straight into the final design. Of course, you can, but…
If you try to design for Gamification but don’t build on an appropriate foundation, it is not going to find its purpose. Building something complex like this without it is just not going to work. Countless customers who only came to us after the first attempt at gamification had already been made are painful and expensive proof of this...]
[...Step 4: Now that we've chosen our battleground in Step 3, it's time to dive into the heart of the strategy: how we win. This is where we define the choices for success.
The ‘Where to Play’ and ‘How to Win’ depend on each other and have to reinforce each other. It is the combination of success in the chosen playing field and problem-solving.
This step is the most intensive part of the framework. It demands creativity, precision, and persistence. But it's also where the potential for transformative engagement is unlocked, where the true power of gamification is realized. How we win here isn’t just about the outcome—it’s about crafting a process that drives continuous motivation, peak performance, and, ultimately, engagement by human-centred design...]
[...first task is about feeding the desire for curiosity for the person around the topic. This is the gateway drug into something that is not so interesting, or engaging...]
I’d Love to Hear from You!
Your feedback means the world to me. What do you think of these excerpts? Do you still want to read the whole book?
What’s Next?
Stay tuned for more updates as I continue this exciting journey. I’ll be offering early access, pre-orders, and an upcoming webinar where I’ll dive deeper into the concepts covered in the book. You won’t want to miss it!
Please feel free to email me your opinion or simply reply to this message.
I look forward to hearing from you!
Warm regards, Roman
By the way: do you already want to get a fast-track dive into what non-Skinnerian Gamification means? Feel free to subscribe to this mini-email-sequence: The non-Skinnerian-knowledge delivered right into your inbox.