Design is becoming behavioral: here’s how to ethically implement gamification
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
- 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/
- 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
- Chang, J. (2019, July 25). 54 Gamification Statistics You Must Know: 2021/2022 Market Share Analysis & Data; FinancesOnline.com. https://financesonline.com/gamification-statistics/
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Martin, K. (2022). Gamification, Manipulation, and Data Analytics. Ethics of Data and Analytics, 357–361. https://doi.org/10.1201/9781003278290-52
- 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
- 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
- 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
- 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
- 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
- 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
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
Dan is a Co-Founder and Managing Director at The Decision Lab. He is a bestselling author of Intention - a book he wrote with Wiley on the mindful application of behavioral science in organizations. Dan 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.
Sarah Chudleigh
Sarah Chudleigh is passionate about the accessible distribution of academic research. She has had the opportunity to practice this as an organizer of TEDx conferences, editor-in-chief of her undergraduate academic journal, and lead editor at the LSE Social Policy Blog. Sarah gained a deep appreciation for interdisciplinary research during her liberal arts degree at Quest University Canada, where she specialized in political decision-making. Her current graduate research at the London School of Economics and Political Science examines the impact of national values on motivations to privately sponsor refugees, a continuation of her interest in political analysis, identity, and migration policy. On weekends, you can find Sarah gardening at her local urban farm.
About us
We are the leading applied research & innovation consultancy
Our insights are leveraged by the most ambitious organizations
“
I was blown away with their application and translation of behavioral science into practice. They took a very complex ecosystem and created a series of interventions using an innovative mix of the latest research and creative client co-creation. I was so impressed at the final product they created, which was hugely comprehensive despite the large scope of the client being of the world's most far-reaching and best known consumer brands. I'm excited to see what we can create together in the future.
Heather McKee
BEHAVIORAL SCIENTIST
GLOBAL COFFEEHOUSE CHAIN PROJECT
OUR CLIENT SUCCESS
$0M
Annual Revenue Increase
By launching a behavioral science practice at the core of the organization, we helped one of the largest insurers in North America realize $30M increase in annual revenue.
0%
Increase in Monthly Users
By redesigning North America's first national digital platform for mental health, we achieved a 52% lift in monthly users and an 83% improvement on clinical assessment.
0%
Reduction In Design Time
By designing a new process and getting buy-in from the C-Suite team, we helped one of the largest smartphone manufacturers in the world reduce software design time by 75%.
0%
Reduction in Client Drop-Off
By implementing targeted nudges based on proactive interventions, we reduced drop-off rates for 450,000 clients belonging to USA's oldest debt consolidation organizations by 46%