Gamification. As I write this there are probably no less
than 25 books on the subject and 50 speakers making the various
circuits about how this is the next big thing in branding. The use
of game-design techniques to solve problems, motivate, and engage
people is not new. We’ve seen it in loyalty programs,
brand-sponsored contests, and elementary school fundraisers. What’s
new is the technology that allows game elements to be applied to
virtually any experience. And it is in the places where this
technology lives that the game and brand universes have finally
intersected.
As it currently exists, gamification is still some-what of a
novelty. Most “gamified” applications or services employ systems of
badges, achievements, and levels but really lack interactions
containing any degree of behavioral complexity. And this complexity
is key to creating the gamer’s state of intense engagement, or
“blissful productivity,” as Jane McGonigal refers to it in her TED
talk, “Gaming can make a better world.”
So whether gamification can evolve out of this early phase and
into a meaningful tool for brands to create loyalty and engagement
remains to be seen. But one thing is certain: The marketing world
is taking notice. Brand consultancy Millward Brown
predicts gamification will become a leading digital marketing trend
in 2012 and beyond, and technology research firm Gartner forecasts
that by 2014, 70+ percent of Forbes Global 2000 companies will have
at least one gamified application.
That doesn’t mean that they’re all going to get it right. And if
it isn’t given the room to grow that it deserves, gamification will
become yet another throwaway buzzword in the branding lexicon.
Brands have a real opportunity to effect positive change and create
truly absorbing brand stories with this tool, and getting it right
means spending the time and money exploring the possibilities and
limitations that this nascent offering provides.
Why not stick to the more traditional, tried-and-true methods of
engagement: advertising, direct marketing, social media? Of course
that does beg the question: Why should companies spend that kind of
time and money on an offering that is too young to have a proven
track record for ROI?
In today’s attention economy, can they afford not to?
The engagement level of games is one of the most coveted
elements a brand could seek to capture. From the casual to the
hardcore and every genre in between, people are gaming. Think about
this: Since its release in 2009, the collective time spent playing
Rovio Mobile’s megahit Angry Birds comes to over 200,000 years.
That’s about the same amount of time modern humans have existed.
Today over half a billion people on the planet spend over 3 billion
hours a week playing online games.1
Maybe part of that success is due to the increasingly mobile and
on-demand aspects of entertainment. Or maybe it’s that as the
millennial generation comes of age, gaming is more accepted as a
mainstream leisure pursuit. There are dozens of reasons why games
are receiving so much of our precious attention—and are projected
to receive much more in the future. As passive forms of media like
television and film start to share equal time with (and even take a
back seat to) gaming as the public’s entertainment form of choice,
companies are doing their best to convert this shift in attention
to customer engagement and brand loyalty. It makes perfect sense.
From a marketing standpoint, the type of deeply focused commitment
that games provide is the kind that most brand managers would drown
puppies to get.
The problem is that historically, mixing marketing with gaming
has been less like a chocolate-and-peanut-butter experience and
more like a toothpaste-and-orange-juice one. Understandably. The
act of simply putting messages, ads, or sponsorships from even our
most beloved brands injects the one thing that we don’t want in our
leisure pursuits: reality. Gamification, when properly executed,
could be a means to create engagement that won’t dial up the
consumer BS alarms to 11. Why? Because it’s fun. It’s absorbing.
But most importantly, it’s voluntary. While Web 2.0 took away most
opportunities for brands to dictate messages to the consumer,
gamification provides an opt-in choice to receive those
messages—and the possibility of being rewarded for doing so. Done
well, it’s a win-win for both parties.

Puzzle video game Foldit helps us understand
protein structure while assisting scientists in solutions to
real-live problems such as disease.
But it’s not being done well. At least not yet. And not by
enough brands for any of us to hail gamification as the brand
world’s new “killer app.” The reason for this lies, strangely
enough, in gamification’s poster child: Foursquare. Arguably the
company that brought the concept of gamification into the public
consciousness in 2009, Foursquare introduced some very basic game
mechanics to its application and created a simple yet highly
absorbing experience for users. In return for points, rewards, and
climbing up the leaderboards, consumers didn’t mind if the app
pointed them to sponsored or partnered content. (And they still
don’t.) But Foursquare’s successful formula is deceptive to brands
that wish to do the same for their products or services, and for a
couple of reasons.
First, badges and points alone do not instantly make your app a
game, nor do they guarantee that your audience will engage with
your product simply because those elements are present. What
Foursquare spawned almost overnight was a whole slew of
badge-having, points-awarding, achievement-unlocking apps
(GetGlue), blogs (DevHub), and websites (Huffington Post) that all
utilized the exact same mechanic that they did—but without the
context of any goal or meaningful rewards. Badges, achievements,
and points were awarded for doing things like clicking a link,
“liking” a site on Facebook, or watching a specific TV program. The
absorbing parts of a game—the element of discovery and play,
mastery of challenge, and the immensely satisfying epic win—were
replaced with empty or repetitive tasks that the user was either
likely to do without additional encouragement or not motivated
enough to do by the pseudo-reward offered. As a result, these
subpar gamified experiences have begun to outnumber the truly
superb ones, casting them all in a light that makes them look
faddish and superfluous for business
purposes.2
Second, the success of Foursquare and similar apps makes it seem
like all that’s necessary to create a gamified experience for a
brand is to simply tack on a badge/reward system for their app or
mobile site, and voilà!—caviar slushees for all. This leads
companies to believe that gamification is an offering that can be
introduced with relatively little cost or difficulty. (The fact
that companies like Bunchball and Badgeville offer this slap-on
solution does little to debunk this myth.) Companies must realize
that a gamified offering is a project in and of itself. Time and
money must be invested in having people with experience execute it.
That means getting game designers, user experience designers,
professional coders, and web and mobile platform strategists on
board. Game designers have a 40+-year head start on marketers for
what makes a game fun and what doesn’t. Prototyping, iterating,
playtesting, and balancing are not just nice to have. They are
required for success.
The point is, gamification is about more than simply badges and
achievements. Companies that want to go further and push their
brands forward will need to resist the urge to tick the boxes with
shrink-wrapped gimmicky add-ons. That will be tough for all but the
most forward-thinking of brands because there is no clear path
forward, no arrow pointing “this way!” As designer Marty Neumeier
aptly puts it: “One must ‘design’ the way forward.”

Nike+ apps track multiple activities,
compare results, and offer rewards, integrating real-life training
and social media sharing.
What does the way forward look like? I believe that we can
increase brand recognition and engagement, be stellar corporate
citizens, and literally change the world if only we push ourselves
to create experiences that go beyond corporate profitability
checklists.
For example, what if:
- Safeway wanted to really reinforce its position as providers of
ingredients for life and created a gamified urban farming
experience? Players could pick up urban garden kits in-store and
pair their real-life urban garden with a Safeway-branded
FarmVille-like app in which players would tend to a virtual farm
that actually paired with another user’s real-world one. Points and
achievements could be earned by “tending” to their virtual farm,
and in turn, that activity would provide reminders, encouragement,
and tips for the corresponding player to use on their real one.
Benefits would come in the form of overall increased success of
fruit, herb, and vegetable harvests, along with sponsored benefits
such as sharing user-grown produce at Safeway location-based
community farmer’s markets, or in-store discounts on non-produce
products. Even the simple pride and sustainability awareness
created in growing and consuming something you grew yourself could
map positively back to Safeway and keep the engagement
flowing.
- Small businesses gamified their health care plans? Employees
could participate in employer-based fitness and wellness programs
sponsored by their employer’s insurance/health care providers, and
receive tangible benefits in the form of not only increased health,
but possible financial or time incentives as well. Employers could
reap the benefits of a more productive and efficient workforce, and
possibly a discount on their overall health care costs for their
employees.
- A nonprofit like Goodwill wanted to tap into a growing public
desire to reduce, reuse, and recycle by gamifying donations to
increase its success and efficiency in getting most-needed items to
the right place at the right time? One of the greatest challenges
organizations like Goodwill and the Salvation Army face is
logistics: getting the items to the specific communities that need
them—especially after disasters or crises occur. On its face, the
game itself could be framed as a reverse scavenger hunt. A
Goodwill-branded, location-based app could help communities form
teams, locate the items in need, and bring them to a specific
drop-off site within a certain time frame. Benefits could be
received not only through winning the challenge and the ensuing
“feel good vibes,” but also by providing tax write-offs for local
causes, based on the value of the donated items. Double points or
matched value from Goodwill for items on the most needed list, or
token freebies from vendors like Starbucks or Jamba Juice could be
part of a rewards system as well.
These are all pie-in-the sky concepts, I realize. I have no idea
how they would play out—or even work—in the real world. But if
gaming has taught us anything, it’s that if the experience is
engaging enough, nothing is unachievable. And that’s where the
beauty of a well-constructed gamified experience lies. Companies
and nonprofits are already employing these techniques to create
results that were previously unimaginable (Foldit, PepsiCo’s Social
Vending System, Nike+, Livestrong.com’s MyQuit Coach), but there
are still so many more to explore.

PepsiCo’s Social Vending System allows
customers to gift drinks to friends along with personalized text
messages.
The jury is still out on whether gamification is going to be a
game-changer for brands or simply another faddish afterthought to
agency or company offerings. But traditional forms of media are
changing and evolving more rapidly than ever before, and this is
true of every generation. Armed with just that simple truth,
advertising and marketing firms have an opportunity to reinvent
what they offer, and to define the real-world benefits they can
provide their clients and their customers. We may see only one or
two shining stars among every thousand examples—but wouldn’t it be
nice to see this nascent trend explored fully and deeply, to get to
what lies beyond the surface and really harness the power of this
tool to create more productive workplaces, more efficient global
and local communities, and happier and healthier
individuals?
Isn’t that an achievement worth, well…unlocking?
1 Jane McGonigal, Reality Is Broken: Why Games Make Us
Better and How They Can Change the World, (New York, NY,
Penguin Press, 2011).
2 Sebastian Deterding, Presentation: “Pawned: Gamification
and Its Discontents,” (Playful 2010, London, 24 September
2010).
This article was first published as “Game On!” in the
Hub (September/October 2012). hubmagazine.com
© 2012 Landor Associates. All rights reserved.