A Better Future for News: Learning from Failed Gamification Examples
Hatched by Glasp
Aug 23, 2023
4 min read
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A Better Future for News: Learning from Failed Gamification Examples
In today's digital age, the value of journalistic content is often overlooked. With the rise of free online news sources, it has become increasingly difficult for traditional publishers to monetize their work. However, we believe that there is still hope for the future of news. We believe that what you read matters, and we are dedicated to creating a new golden age for publishing.
One company that embodies this belief is Substack. They have made it simple for writers to start their own publications and make money from subscriptions. By democratizing the tools needed to create independent businesses, Substack is helping writers succeed in a rapidly growing market for news. This proves that there is still a demand for niche content that people are willing to pay for.
However, not all attempts at gamification have been successful. Pokémon Go, for example, failed to engage users in the long-term. While the game had amazing storytelling elements and tapped into the nostalgic dreams of 90s kids, it struggled to keep players motivated without constant rewards. The need to constantly go outside and catch Pokémon became tiresome for many, resulting in a loss of users.
Frequent flyer programs also fell into the trap of adding game elements without considering the overall experience. Simply including award and status miles did not make the programs exceptionally fun or engaging. The bar to receive interesting rewards was set too high, leading to a lack of motivation for participants.
In the realm of education, classroom gamification has often focused solely on points, leaderboards, and badges. This approach fails to consider the underlying motivation for students to engage with the material. Without a genuine sense of purpose, gamification becomes nothing more than a superficial addition to the learning experience.
Even major companies like Google and Zappos have made missteps in their gamification efforts. Google News handed out badges without any real value or meaning to users, resulting in a lack of interest and even users quitting the platform. Zappos failed to explain the value of their rewards, leaving users confused about how to use them effectively.
Sales contests at telecom companies have also proven to be ineffective motivators. While the idea behind these contests is to encourage employees to sell more contracts, they often create a sense of competition that discourages those who are not at the top of the leaderboard. This can lead to a lack of motivation and a decrease in overall sales performance.
In the manufacturing industry, Wuppermann Steel focused on highlighting failures rather than celebrating successes. This approach created frustration among employees, as they were constantly reminded of their mistakes. Similarly, Disney's gamification efforts only highlighted failures, creating a competitive workplace that left some employees feeling inadequate.
Foursquare, a popular location-based app, also faced challenges with gamification. As some users checked in more frequently, it became impossible for others to become the major player in a particular location. Without the prospect of moving up or down the leaderboard, users lost interest and eventually quit the app.
Even a company as renowned as Marriott struggled with gamification. They failed to adequately explain to their employees why they should invest their time in playing the game. Additionally, the game itself lacked the motivation and engagement needed to keep employees interested.
So, what can we learn from these failed gamification examples? First and foremost, constant rewards are not enough to keep users engaged in the long-term. Motivation must come from within and be tied to a deeper sense of purpose. Second, the overall experience must be enjoyable and meaningful. Simply adding game elements without considering the user experience will not lead to success. Finally, clear communication and education are essential. Users and employees need to understand the value of their efforts and how they can benefit from participating in gamified activities.
In conclusion, while gamification can be a powerful tool for engagement, it must be implemented thoughtfully and with a focus on the user experience. By learning from the mistakes of failed gamification examples, we can create a better future for news and other industries. To ensure success, remember these three actionable advice: prioritize intrinsic motivation over constant rewards, create an enjoyable and meaningful experience, and communicate the value and purpose of gamified activities effectively.
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