For Sipho, the challenge of opening the secret vault is interesting…once…as is finding the hidden trove of gold bars. And if there’s no new challenge to crack after reaching the max skill level, well, he’s checked out of the program and likely lost some passion for the business objectives it was meant to promote. Nellie, on the other hand, may need a little more time to get the hang of the mission, so you’ve got her attention for a while longer. Until she levels up, that is. There is an art to keeping users, or players, engaged with the narrative of a well-structured gamification program. You can leave some of that to the expertise of designers and developers, but be prepared to fatten up your content production to give them material to work with. It’s a long road to the promised land of employee engagement with gamification. Plan and budget smartly, and you’ll get there.
But don’t get comfortable. Get writing the next release. What’s the lifespan of a release? As long or short as your users make it, but you should launch with enough fresh content to carry you for a rolling 12-months.
You worked with the best gamification designers, you followed all the best practice design advice, you encouraged employee participation and launched to great uptake. And now – you’re looking at near flatline participation and performance. So how did it all go so wrong? Player fatigue
Nellie, on the other hand, may need a little more time to get the hang of the mission, so you’ve got her attention for a while longer. Until she levels up, that is. There is an art to keeping users, or players, engaged with the narrative of a well-structured gamification program. You can leave some of that to the expertise of designers and developers, but be prepared to fatten up your content production to give them material to work with. It’s a long road to the promised land of employee engagement with gamification. Plan and budget smartly, and you’ll get there.
But don’t get comfortable. Get writing the next release. What’s the lifespan of a release? As long or short as your users make it, but you should launch with enough fresh content to carry you for a rolling 12-months.
You worked with the best gamification designers, you followed all the best practice design advice, you encouraged employee participation and launched to great uptake. And now – you’re looking at near flatline participation and performance. So how did it all go so wrong? Player fatigue