login about faq

6
2

What happens if gamification goes wrong? Does anyone have any examples of this?

FYI - I'm going to try for all the badges I can on this post - including flagging, upping votes etc etc etc :) - Please don't take this the wrong way, I'm just pointing out what could happen!

P.S. - I think gamification is awesome - but people need to know what can happen if it's not managed!

also just to note, at the time of posting this I have the following badges: Autobiographer Editor Popular Question Student Supporter

asked May 15 '11 at 20:43

SimonC's gravatar image

SimonC
237369

edited May 16 '11 at 00:40

2

Please feel free to edit any comments you like in this post. also vote any items you like up or down, heck even flag things if you like!!

  • Especially my stuff

--But please don't delete things!

(May 15 '11 at 20:46) SimonC SimonC's gravatar image
1

My comment with links to the vote up buttons instead of stories got removed - stink! - But you should be aware that if you have a prize this is the kind of things people will try.

(May 15 '11 at 21:01) SimonC SimonC's gravatar image
1

I think there is a way to go right. Just as we playtest a lot to find the best way to use a level design in a game, the same could happen to gamification. We should "playtest" a lot, and discuss here.

And, after all, some people already tried and it was successful.

(Jun 01 '11 at 16:59) RobertoGuedes RobertoGuedes's gravatar image

Good point. How would you want to playtest here, post links and ask people to review them to discuss balance, fun etc.?

(Jun 24 '11 at 20:12) Nathan Lands ♦♦ Nathan%20Lands's gravatar image

An experienced game designer will always anticipate players "gaming" the game. Game designers are aware that players will not always adhere to the planned desired behavior. That is why Use Case Scenarios are thought of ahead of time. Definitely, not all "gaming" scenarios can be captured at the design stage.

That is now the purpose of the Beta Test. Even after launch, difficulties with unfair use cases and exploits will continue to be discovered. That is why games continue to evolve and require patches and upgrades.

The main mitigating processes to catch the "bad cases" - Use Case Scenarios - Continuous Testing - Open Communication

In persistent world online games, players with bad behavior will generate a bad reputation. Some games tolerate this, some games even encourage this. It will always depend on the strategic goals of the design team. BUT. For community sites that require a high level of trust among players like couchsurfing.org and gaming wikis, bad behavior will definitely result in the extinction of the player.

link

answered May 16 '11 at 07:21

GameMaster's gravatar image

GameMaster
18613

1

Great points. If people actually care about their achievements on your site, they'll be less likely to risk losing all of that time spent. If people are abusive, they can always be banned and sometimes it can be necessary to make an example of those people, so others won't do it. It's like top World of Warcraft or Starcraft accounts being banned for cheating, Blizzard announced this, didn't hide it.. to make others less likely to cheat. They even reserved the right to ban your game that you paid for if you cheated, very hard-core but necessary.

(May 24 '11 at 17:29) Nathan Lands ♦♦ Nathan%20Lands's gravatar image

Any site with gamification platforms used. None of them have been successful, they do preach about engaging and customer acquisition's but the problem is they have nothing to show for it, Gamification can't be a quick just add game mechanics solution, it needs to be a tailored made experience for a specific target audience.

However on my journey through the internet I did come across a small gem which touched briefly on gamification. It engages the customer, you actually feel rewarded by just playing and of course they get their brand/message across to you without shoving loyalty points and god knows what else in your face.

http://pleasurehunt.mymagnum.com/

link

answered Jun 10 '11 at 04:50

jallsopp's gravatar image

jallsopp
170237

edited Aug 16 '11 at 05:32

1

Great point, I also think most of the "gamification platforms" haven't fully delivered yet and not sure if they will.

(Jun 24 '11 at 20:10) Nathan Lands ♦♦ Nathan%20Lands's gravatar image

Would be interesting to hear Badgeville, Bunchball and BigDoor's view on it, can they prove you're wrong or not?

(Aug 02 '11 at 12:37) a4xrbj1 a4xrbj1's gravatar image

http://mentionllc.com/news/article/groupon-breaks-down-at-scale/

Groupon has a couple of games that are going wrong.

Games going wrong is especially sensitive in External (Viral, Social) games that promote users to invite more users. Some game/product designers don't take into account that an External Game can change your user demographic - sometimes hurting your monetization scheme.

A good example of this is the Chinese social network P1.CN. Without going too much into depth, or breaking their confidence, the games they implemented resulted in rapid growth of an "undesired" element that ultimately deterred the desired element. This was not foreseen in the design stage, as the designers simply got excited about the potential growth.

As a result, P1.CN is now generating less revenue than they could have and are struggling with a user base that is increasingly inert.

Even seemingly successful systems of games can include elements that are counter to the goals of the product. Sometimes providing metrics (Points are really just another metric) encourages meta-games that are harmful to your products purpose. Starcraft II recently removed the ability to see the amount of games you had lost because that encouraged people to be too selective and careful about their games. Twitter and some other microblogs are facing similar problems with the Follow/Follower ratio.

Any player that plays the game "I want to have more Followers than I follow" risks becoming a suboptimal asset, in that they might end up generating less traffic than someone who ignores the metric.

One of the most important things to do with the knowledge of game mechanics is to examine existing solutions, rather than getting excited about adding new ones. I personally feel that this recent "gamification hype" is damaging to the industry because it creates the illusion that there are easy solutions to complicated questions.

At Mention we always start by thoroughly examining the games that are already in your product that you might not have realized were there. What user retention you have already is invariably due to what is already in there, and finding ways to optimize those games is a cheaper, safer and more predictable method than adding some new badges or progress bars to your site.

link

answered Jun 16 '11 at 15:33

MentionLLC's gravatar image

MentionLLC
953

I thought this was interesting and worth adding for a humorous take on what could go wrong;)

alt text

Comic from http://www.smbc-comics.com

link

answered Jun 24 '11 at 19:57

Nathan%20Lands's gravatar image

Nathan Lands ♦♦
804264146

You may like to build on this comment so people can avoid falling into the issues:

IF I WAS EVIL I WOULD....

  • Create many new users who 'liked'/'+1' this comment and also commented on it- hence gave me loads of points and badges!
  • I'd then edit their comments to again earn me more points
  • With one of those new users I'd re-tag this post
  • I'd post a link on facebook and twitter that would use peoples twitter oauth to +1 these links - yes they would have to be logged into that service but I think I could get it a few people to click the authorize button.
link

answered May 15 '11 at 21:12

SimonC's gravatar image

SimonC
237369

edited May 15 '11 at 21:13

2

Good point. Gamify Experts is invite only and could be community policed.. so we could add the requirement that to answer questions, you have to be a Gamify Expert. Anyone can ask. Also, we can have community flagging of people who look suspicious and if someone is found to be cheating, all of their accounts can be deleted thus losing all their points / work. Typically that kind of thing being done where everyone knows it happened(very transparent) leads to better behavior from all. Everyone should want the best quality and fair rules for all so it's in their best interest to help.

(May 15 '11 at 21:18) Nathan Lands ♦♦ Nathan%20Lands's gravatar image

Does anyone have examples of gamification going really wrong? - maybe a link to that site or a brief comment on the experience?

(May 24 '11 at 17:19) SimonC SimonC's gravatar image

@SimonC please check Michael Wu's recent blog post on Lithium where he named to examples, one of a sales organization who tried to gamify leads and the other from the recent GAP Facebook check-in campaigns. He explained in detail why both went wrong.

Edit: found the link to the article http://lithosphere.lithium.com/t5/Building-Community-the-Platform/Real-Life-Gamification-The-Good-the-Bad-and-the-Ugly/ba-p/29464

Andreas

(Aug 02 '11 at 12:44) a4xrbj1 a4xrbj1's gravatar image

Check out the excellent post from Michael Wu on what went wrong on two examples of Gamification, including the recent GAP Facebook check-in for a free pair of jeans: http://lithosphere.lithium.com/t5/Building-Community-the-Platform/Real-Life-Gamification-The-Good-the-Bad-and-the-Ugly/ba-p/29464

It does not only list what went wrong, but also why, very informative blog anyway!

Andreas

link

answered Aug 02 '11 at 12:57

a4xrbj1's gravatar image

a4xrbj1
61116

Your answer
toggle preview

Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here

By RSS:

Answers

Answers and Comments

Markdown Basics

  • *italic* or __italic__
  • **bold** or __bold__
  • link:[text](http://url.com/ "title")
  • image?![alt text](/path/img.jpg "title")
  • numbered list: 1. Foo 2. Bar
  • to add a line break simply add two spaces to where you would like the new line to be.
  • basic HTML tags are also supported

Tags:

×61
×3
×2
×2
×2

Asked: May 15 '11 at 20:43

Seen: 3,132 times

Last updated: Aug 16 '11 at 05:32