A Beginner's Guide to Irrational Behavior Institution: Duke University (Coursera) Date: March 11, 2014 - May 6, 2014 Bio: I signed up for this course after recognizing the instructor, Dan Ariely, from several of his TED talks. If you have seen and enjoyed those talks as well, then you will find the lecture material quite[...]
BE101x Behavioural Economics in Action Institution: University of TorontoX (edX) Date: October 14, 2013 - December 16, 2013 Bio: This course studies Behavioral economics; with a heavy emphasis in lab experimentation and result driven data. After introducing the basic psych principles, the majority of the course focuses on how to effectively design and implement experiments;[...]
Gamification is more then a high score
We've taken a brief look on what the word gamification means, which is to use design techniques usually associated with games and apply them to motivate and engage a specific audience. There was a blog not to recently however, that claimed that Gamification is the solution to a problem that doesn't exist; that we already have a universal point system, and it is called 'money'.
There are at least two problems with this. First off, money is not an effective point gauge system for measuring incentive or value. As a means of incentive it turns out that after a certain threshold (estimated at around $75,000 a year in the US), more money does not actually make you happier. There is even research which says that money incentives can have a negative impact on work output, specifically for any task that requires cognitive thinking or problem solving in a given time frame. And as a measurement of value, what is most often the case is that you do not make what you earn, you make what you can negotiate. There are plenty of low paying high impact jobs (ex. teaching, fire fighting, law enforcement) which stand converse to the high paying non-critical careers (ex. professional sports, theoretical finance, patent lawyers).
Secondly, there are a lot of problems in the world that could benefit from Gamification. Trying to simplify the process of Gamification as slapping a point system on everything, misses a lot of the design space and potential of applying it to real world situations. Part of the Gamification tool box includes being able to balance short term and long term goals, producing better feed back mechanics, creating socially collaborative and supportive structures, and creating unexpected rewards and challenges to keep people engaged.
There are many places in the world that could benefit from employing some of these measures. So in order to show that there is a place for gamification in our lives, I wanted to point out some of the specific examples in both education and business where there are problems that need to be solved.