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Explanation of the Concepts in Gamification

Explanation of the Concepts in Gamification

There are certain key elements to be aware of when setting up a service or product for gamification.  Firstly, the process by which a company consciously increases consumer loyalty, interaction, and overall interest amongst its audience in purchasing a service or product through the use of ‘game play’ techniques.  Over time, this has become a preferred method for innovative advertising campaigns and marketing efforts with internet-based setting; companies can now use gamification on their commercial websites to drive sales and keep customers engaged for repeat purchases. The most successful implementations of gamification are by those companies that understand the fundamental concepts involved.

Essentially gamification is a study of the human psyche. In its essence, those, who intend for gamification to translate worldwide, aim to understand the relationship between the game mechanic and individual preferences of the gamer. To elaborate, each of us have different traits and motivations, so while some of us may be driven by achieving objectives, in contrast a healthy percentage are purely motivated by the socializing element. In an ideal world, marketing campaigns would be catered towards to all varied groups. As Sigmund Freud noted, subconscious desires are frequently suppressed and rarely ever given a voice in a rational-thinking, socially-acceptable individual. In most cases, these desires translate into game-based traits such as the overpowering need for winning’, recognition, receiving rewards for accomplishments, and other game-relatable fundamentals. Whilst gamer interaction has previously been a niche , these subconscious desires are relative to human attributes. Or listening to a co-worker express satisfaction at ‘their team,’ in regards to a professional sports team, advancing in the playoffs.  It’s a given that everybody wants to ‘win’.

America but more specifically the sports tradition in American college sports provides a great example of this phenomenon.  While the athletes themselves are not getting any salaries to work, they are among some of the most respected individuals and primed to make the transition towards the seniors because of their emphasis on possessing a winning mentality.  The success of a collegiate sports team is directly proportional to the institution’s profitability, to the point that many school Board of Directors will fire a coach of a collegiate sports team for having a losing record.

Nobody wants to be labeled with a losing reputation and to go to a sports pragramme with a negative branding makes efforts for gamification harder to find success if there is too much of an emphasis on winning or losing.

What a lot of advertisers do is research the McDonald’s Monopoly Sweepstakes model. With this recurring restaurant-based gamification effort, people have fun trying to win rather than get any significant progress done as far as collecting required winning game pieces. The thrill of victory is almost as powerful a motivation tool as actually winning a reward, but certainly if there were ‘failure’ pieces (instead of the random draw pieces that all may potentially add together as a win with repeated purchases) it could be less popular.

Obviously the odds of a person winning the Monopoly Sweepstakes are unlikely to the extent that 99% of pieces could more accurately be labeled as ‘not a winning game piece,’ so the McDonald’s gamification design helps to keep customers hopeful.  The concept to extract from both the college sports and the McDonald’s examples is that nobody likes to be told that they are incapable of winning.

Many successful gamification efforts focus on the customer interaction.  The most effective strategy with any advertising campaign involves a customer having a large participatory role with marketing.


A great example is the Pepsi Challenge promotion started by Pepsi-Cola in the 1970s, where customers were filmed taste testing two unmarked beverages (one Pepsi, the other Coca-Cola) and a majority of the time would choose Pepsi as the better tasting of the two. Ultimately, Pepsi used a form of gamification to drive sales and increase the popularity of their Pepsi brand, at the expense of their competitors.  The public at large were seemingly declaring Pepsi the ‘winner’, and the competing Coca-Cola the ‘loser’ in terms of the best-tasting fountain drink on the market.

Having customers come up to the Pepsi Challenge booth themselves to try the ‘game’ out for themselves was a revolutionary tactic that has gone on to inspire today’s modern gamification efforts.  The Pepsi Legacy Book PDF has more information on the Pepsi Challenge, and other successful marketing strategies employed by Pepsi.

August 15, 2011

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