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to guide your Gamification effort 
Roman Rack witz 
roman@engaginglab.com 
engaginglab.de 
enterp rise-gamification.com 
@RomanRackwit z 
5 Points 
"Gamification is a 
- STRATEGY - 
so, treat it like one!" 
you t ube.com/ 
Rom anRac kwitz
# 
Target for business results 
but design for the user. 
Of course, every company's project has to contribute to 
an overall performance, directly or indirectly. 
Keeping this in mind, every Gamification project has two 
stakeholders & two success-factors: 
1. There are business-metrics to achieve. Make sure you 
know exactly what they are, how to measure them and 
when it will be counted as success or failure. 
2. It is all about the user. Gamification targets the 
engagement & motivation of the users involved. Make 
sure that your approach is focused on improving & 
enhancing the experience for every individual involved. 
Only if you can merge these two (sometimes even 
counter-directional) views, Gamification can be 
successful.,
# 
Engagement depends on 
the activity, not on rewards. 
If there is a dull activity that has to be done and a reward 
is offered for the user to perform it, the activity itself will 
still be dull. 
As a consequence: As soon as you stop rewarding 
people, they will stop doing it. 
Gamification means enriching the people's journey 
instead of just waiting at the finish line to reward them. 
Activities that are experienced as being engaging and fun, 
often share at least one common denominator: 
A task that has to be solved by the user. But this task has 
to be challenging and solvable at the same time. 
Otherwise it would be either boring or frustrating. 
This means that there always has to be an individual 'Path 
to Mastery' for every user.
# 
Everything starts with 
personal progress. 
One of the most common misconceptions is that we 
always love competitions. Of course, it can be satisfying 
to see oneself at the top of a leaderboard but this is only 
true for that single person at the top. 
What happens when you earn your way up to the top 
just because your opponents are a miserable failure? 
Not really a fact to be proud of. 
No matter the context of an activity, the one and only fact 
a person really cares about, is personal progress. If we 
know we improved from the last time, even if at 
the same time we lost against others, we know that we 
are 
on the right track. This is why we want to experience 
personal progress, before being challenged by 
colleagues/strangers.
# 
Differentiate between 
white & blue activities. 
There are two main categories of activities: 
1. (blue) the repetitive one that has to be performed on a 
regular basis & always in the same way (like an assembly 
line), and 2. (white) the individual one that depends on 
individual requirements every time it has to be done and 
also, often needs cognitive efforts to be performed 
correctly. 
Depending on what type of activity has to be gamified 
you 
have to take its characteristics into account. On the left 
you can see four main differences. 
Only if you know exactly if an activity is a WHITE or a 
BLUE one, or at which part is starts to change from one 
category into the other, you will be able to define the 
proper mechanics, dynamics, and more, to achieve the 
desired gamified approach.
# 
Measure, analyze, and 
provide feedback. 
The most powerful element of a game-like environment 
is its realtime feedback. Only if something can be 
measured, it can be evaluated, communicated, and so, 
understood. 
Let me tell you what I mean by that: 
"Only if performance is measured it can be improved. 
And only if there is a prompt and intuitive performance-feedback 
provided, improvement can become efficient 
and effective. 
So, each activity that is completed and, at the same time, 
has its own impact on the overall context, must create a 
measurable change within the system. 
An adequate feedback-loop has to provide the right 
information for the user to see the relevance of 
this change. Only with this kind of feedback he 
will be able to make decisions in the context of his own 
progress and the overall company-goals.
Similar presentations from Roman Rackwitz: 
TOP 5 Gamification Fallacies 
"Don't start a Gamification project 
with these 5 fallacies." 
Speaker Profile Roman Rackwitz 
Hire me to speak at your event & 
to do full day workshops around Gamification. 
Gamification & Serious Games 
'Learn about difference of these two 
approaches and why to use one or the other."

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Top-5 points to guide your #Gamification effort

  • 1. to guide your Gamification effort Roman Rack witz roman@engaginglab.com engaginglab.de enterp rise-gamification.com @RomanRackwit z 5 Points "Gamification is a - STRATEGY - so, treat it like one!" you t ube.com/ Rom anRac kwitz
  • 2. # Target for business results but design for the user. Of course, every company's project has to contribute to an overall performance, directly or indirectly. Keeping this in mind, every Gamification project has two stakeholders & two success-factors: 1. There are business-metrics to achieve. Make sure you know exactly what they are, how to measure them and when it will be counted as success or failure. 2. It is all about the user. Gamification targets the engagement & motivation of the users involved. Make sure that your approach is focused on improving & enhancing the experience for every individual involved. Only if you can merge these two (sometimes even counter-directional) views, Gamification can be successful.,
  • 3. # Engagement depends on the activity, not on rewards. If there is a dull activity that has to be done and a reward is offered for the user to perform it, the activity itself will still be dull. As a consequence: As soon as you stop rewarding people, they will stop doing it. Gamification means enriching the people's journey instead of just waiting at the finish line to reward them. Activities that are experienced as being engaging and fun, often share at least one common denominator: A task that has to be solved by the user. But this task has to be challenging and solvable at the same time. Otherwise it would be either boring or frustrating. This means that there always has to be an individual 'Path to Mastery' for every user.
  • 4. # Everything starts with personal progress. One of the most common misconceptions is that we always love competitions. Of course, it can be satisfying to see oneself at the top of a leaderboard but this is only true for that single person at the top. What happens when you earn your way up to the top just because your opponents are a miserable failure? Not really a fact to be proud of. No matter the context of an activity, the one and only fact a person really cares about, is personal progress. If we know we improved from the last time, even if at the same time we lost against others, we know that we are on the right track. This is why we want to experience personal progress, before being challenged by colleagues/strangers.
  • 5. # Differentiate between white & blue activities. There are two main categories of activities: 1. (blue) the repetitive one that has to be performed on a regular basis & always in the same way (like an assembly line), and 2. (white) the individual one that depends on individual requirements every time it has to be done and also, often needs cognitive efforts to be performed correctly. Depending on what type of activity has to be gamified you have to take its characteristics into account. On the left you can see four main differences. Only if you know exactly if an activity is a WHITE or a BLUE one, or at which part is starts to change from one category into the other, you will be able to define the proper mechanics, dynamics, and more, to achieve the desired gamified approach.
  • 6. # Measure, analyze, and provide feedback. The most powerful element of a game-like environment is its realtime feedback. Only if something can be measured, it can be evaluated, communicated, and so, understood. Let me tell you what I mean by that: "Only if performance is measured it can be improved. And only if there is a prompt and intuitive performance-feedback provided, improvement can become efficient and effective. So, each activity that is completed and, at the same time, has its own impact on the overall context, must create a measurable change within the system. An adequate feedback-loop has to provide the right information for the user to see the relevance of this change. Only with this kind of feedback he will be able to make decisions in the context of his own progress and the overall company-goals.
  • 7.
  • 8. Similar presentations from Roman Rackwitz: TOP 5 Gamification Fallacies "Don't start a Gamification project with these 5 fallacies." Speaker Profile Roman Rackwitz Hire me to speak at your event & to do full day workshops around Gamification. Gamification & Serious Games 'Learn about difference of these two approaches and why to use one or the other."