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Design is becoming behavioral: here’s how to ethically implement gamification 

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Sep 13, 2022

Introduction

The global value of the gamification industry increased by $7.03 billion USD between 2016 and 2021: it now stands at a whopping $11.9 billion USD.1

Gamification is a manifestation of behavioral product design: a vision of design that exploits the brain’s predictable irrationalities to induce desired behaviors.

And these induced behaviors can have big impacts — 90% of employees say gamification improves productivity. This leads gamified companies to be 7x more profitable than non-gamified companies.1

Despite its climbing popularity, current implementations of gamification are not always aligned with consumer interests. Transparency for users on how, why, and when gamification is used is vital to its healthy and ethical development.

References

  1. Boskamp, E. (2022, February 15). 25 Gamification Statistics [2022]: Facts + Trends You Need To Know. Zippia.com; Zippia. https://www.zippia.com/advice/gamification-statistics/
  2. Buell, R. W., Porter, E., & Norton, M. I. (2020). Surfacing the Submerged State: Operational Transparency Increases Trust in and Engagement with Government. Manufacturing & Service Operations Management. https://doi.org/10.1287/msom.2020.0877
  3. Chang, J. (2019, July 25). 54 Gamification Statistics You Must Know: 2021/2022 Market Share Analysis & Data; FinancesOnline.com. https://financesonline.com/gamification-statistics/
  4. Duolingo Announces Record Bookings in First Quarter 2022 and Raises Full Year Guidance | Duolingo, Inc. (2022). Duolingo, Inc. https://investors.duolingo.com/news-releases/news-release-details/duolingo-announces-record-bookings-first-quarter-2022-and-raises
  5. Duolingo Inc. annual revenue 2021 | Statista. (2021). Statista; Statista. https://www.statista.com/statistics/1247833/annual-duolingo-revenue/#:~:text=In%202021%2C%20language%20learning%20and,percent%20from%20the%20previous%20year
  6. Goetz, D. (2020, July 11). The Psychology of TikTok - Dana Goetz, Ph.D. - Medium. Medium; Medium. https://medium.com/@dana.b.goetz/the-psychology-of-tiktok-87b9743677d1
  7. Hamari, J., & Parvinen, P. (2016). Introduction to Gamification: Motivations, Effects and Analytics Minitrack. 2016 49th Hawaii International Conference on System Sciences (HICSS). https://doi.org/10.1109/hicss.2016.165
  8. Herrick, S. S. C., Hallward, L., & Duncan, L. R. (2020). “This is just how I cope”: An inductive thematic analysis of eating disorder recovery content created and shared on TikTok using # EDrecovery. International Journal of Eating Disorders, 54(4), 516–526. https://doi.org/10.1002/eat.23463
  9. Kappen, D. L., Nacke, L. E., Gerling, K. M., & Tsotsos, L. E. (2016). Design Strategies for Gamified Physical Activity Applications for Older Adults. 2016 49th Hawaii International Conference on System Sciences (HICSS). https://doi.org/10.1109/hicss.2016.166
  10. Konrad, A. (2022, May 29). How Figma Became Design’s Hottest Startup, Valued At $10 Billion. Forbes. https://www.forbes.com/sites/alexkonrad/2021/08/10/how-figma-became-designs-hottest-startup-valued-at-10billion/?sh=16a7123c726e
  11. Kumar, Vd., & Prabha, Ms. (2019). Getting glued to TikTok® – Undermining the psychology behind widespread inclination toward dub-mashed videos. Archives of Mental Health, 20(2), 76. https://doi.org/10.4103/amh.amh_7_19
  12. Landers, R. N., & Callan, R. C. (2011). Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training. Serious Games and Edutainment Applications, 399–423. https://doi.org/10.1007/978-1-4471-2161-9_20
  13. ‌Li, Y., Sun, Y., Meng, S., Bao, Y., Cheng, J., Chang, X., Ran, M., Sun, Y., Kosten, T., Strang, J., Lu, L., & Shi, J. (2021). Internet Addiction Increases in the General Population During COVID‐19: Evidence From China. The American Journal on Addictions, 30(4), 389–397. https://doi.org/10.1111/ajad.13156
  14. Lister, C., West, J. H., Cannon, B., Sax, T., & Brodegard, D. (2014). Just a Fad? Gamification in Health and Fitness Apps. JMIR Serious Games, 2(2), e9. https://doi.org/10.2196/games.3413
  15. Martin, K. (2022). Gamification, Manipulation, and Data Analytics. Ethics of Data and Analytics, 357–361. https://doi.org/10.1201/9781003278290-52
  16. Murphy, C. M. (2022). Using TikTok for public and youth mental health – A systematic review and content analysis - Darragh McCashin, Colette M Murphy, 2022. Clinical Child Psychology and Psychiatry. https://doi.org/10.1177/13591045221106608
  17. Paul, S. C., Bartmann, N., & Clark, J. L. (2021). Customizability in conversational agents and their impact on health engagement. Human Behavior and Emerging Technologies, 3(5), 1141–1152. https://doi.org/10.1002/hbe2.320
  18. Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033
  19. Thorpe, A. S., & Roper, S. (2017). The Ethics of Gamification in a Marketing Context. Journal of Business Ethics, 155(2), 597–609. https://doi.org/10.1007/s10551-017-3501-y
  20. Wang, Y. (2020). Humor and camera view on mobile short-form video apps influence user experience and technology-adoption intent, an example of TikTok (DouYin). Computers in Human Behavior, 110, 106373. https://doi.org/10.1016/j.chb.2020.106373
  21. Woolley, K., & Sharif, M. (2022, January 31). The Psychology of Your Scrolling Addiction. Harvard Business Review. https://hbr.org/2022/01/the-psychology-of-your-scrolling-addiction

About the Authors

Janessa Pong's portrait

Janessa Pong

Janessa is a rising junior at the University of California, Los Angeles pursuing a BS in Cognitive Science with a Specialization in Computing, and minoring in Bioinformatics. She believes that psychology holds the power to ameliorate many of the world’s biggest problems, with climate change being one that she holds closest to her heart. It ultimately serves as a roadmap to why humans do what they do. Understanding this roadmap — our predispositions, biases, and instincts — are crucial to guiding people to make better choices for themselves, others, and our planet.

Dan Pilat's portrait

Dan Pilat

Dan is a Co-Founder and Managing Director at The Decision Lab. He has a background in organizational decision making, with a BComm in Decision & Information Systems from McGill University. He has worked on enterprise-level behavioral architecture at TD Securities and BMO Capital Markets, where he advised management on the implementation of systems processing billions of dollars per week. Driven by an appetite for the latest in technology, Dan created a course on business intelligence and lectured at McGill University, and has applied behavioral science to topics such as augmented and virtual reality.

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