Collection

Gamification – Collection

Gamification existed long before the buzzword. In the 1800s, S&H Green Stamps had shoppers collecting stamps like points, filling booklets, and cashing in for rewards—a real-world progress bar that kept them hooked. But the real boom came in the 2010s. It's no secret that games are engaging, and at times, very addictive. Designers and behavioral scientists alike have leveraged our innate drive for challenge and reward to transform mundane routines into engaging experiences. Once limited to education and fitness—Duolingo for language learning and Strava for workout tracking—gamification now permeates healthcare, corporate training, environmental action, and civic engagement.
Why has gamification become so widespread? It’s deeply informed by behavioral psychology, which reveals the conditions for lasting habit formation and long-term engagement, which have been embedded into these gamified systems, helping encourage sustained user interaction.

Gamification also presents its fair share of ethical concerns. Should everything be gamified, or should we keep consequential industries like health off limits? Could gamification be deemed manipulative? Are we designing for engagement or addiction? Who is truly benefiting from gamification—the company or the consumers? At the end of the day, when designed responsibly, gamification can nudge people toward positive behavior change and make nearly any task more enjoyable. 

This cluster will examine how gamification has allowed for innovation within industries, the positive impacts it can have on quality of life when executed with good intentions, and also touches on the moral conflicts associated with gamification. 

Gamification and Innovation

Gamification for Good

Playing for the Planet: Gamification as a Tool for Environmental Engagement 

Whether it's board games or mobile apps, these tools can be designed to encourage gameplay toward a more eco-friendly future. By reframing the climate crisis as a shared adventure, we can inspire more people to join the pursuit of sustainability. 

The Game That Keeps on Giving: A Charitable Giving Perspective 

Influencing behaviors like charitable giving hinges on understanding the diverse motivations behind them, which is a task far more nuanced than it appears. The Envelope Game, a modified version of the well-known Prisoner's Dilemma, helps distinguish “warm-glow” donors (reward-based donations) from pure altruists, a potential opportunity for charities. 

Is this just a game to you?

Playing video games isn't always bad for you; from preventing traumatic flashbacks to improving cognition, there's a game for it. This newsletter highlights the different ways in which gamification is helping improve our mental well-being and overall quality of life. 

Can Money Buy Good Health? 

Sometimes, sticking to a goal doesn't work because we don't have a good incentive. Could the ultimate incentive—money—be a big enough motivator for overweight people to follow a weight loss program? Randomized controlled trials may have the answer.

Ready Set Track 

One researcher went as far as to suggest that the exercise encouraged by Pokémon Go could help “ease the type 2 diabetes burden.” Although not created as a health app, the phenomenon showed how gaming can combat a sedentary lifestyle—a valuable behavioral insight for health intervention efforts. 

Ethical and Strategic Gamification

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