The Difference between Games and Gamification
As the name suggests, Gamification is the process of building and adding game elements and mechanics into apps and platforms for learning, training, or self-improvement. The term gamification has its roots in early video games and has evolved over the last 20 years to find applications across various industries, including marketing, education, and even social credit systems. Gamification techniques can be found in apps as varied as dating, diet, and staff onboarding.
However, Gamification does not create games as such. There are important distinctions between the two concepts, and these differences should be kept in mind when designing an app that uses Gamification to increase engagement.
To clarify the differences, we’ll define our terms more precisely, then look at some important differences between the two concepts.
What are Games?
This may seem an odd question to ask. After all, we’ve all played games since earlier childhood. Surely, we all know a game when we see one.
This isn’t as straightforward a question as it may seem. It even baffled the famous German philosopher Ludwig Wittgenstein in his 1953 work Philosophical Investigations. This is because when we try to list the properties of a game, it’s almost impossible to separate games from other related concepts.
The best we can say is that there is a “family resemblance” between different kinds of games, which is how we recognize pursuits that fit this category. Just as two family members may not share all the same facial features yet may still resemble one another, games can be loosely defined in terms of what they share.
The problems only begin when you insist on a single, one-size-fits-all definition. For instance, let’s say we defined games as “enjoyable, rule-based pursuits where two or more people compete to obtain the highest score.”
First, we’d have to take “enjoyable” out because not all games are enjoyable (unfortunately)! Then we’d have to remove “two or more” since a single person can also complete solitaire and online quizzes. Even competing for the highest score isn’t essential (in the case of solitaire.)
We’re left with “rule-based pursuits,” a description that doesn’t separate games from legal proceedings, insurance claims, or driving tests, and none of those should be considered games!
What is an Online Game?
Defining Online Games
While philosophical debates may complicate defining a “game,” we can simplify the concept by focusing on online activities. Borrowing from Merriam-Webster, an online game is primarily an activity for entertainment or amusement.
Entertainment as Priority
Although educational games exist, their primary purpose is often entertainment rather than education. A successful game excels in delivering enjoyment, making it a good game regardless of its educational value.
The Essence of Online Gaming
Online games aim to entertain, offering a diversion from everyday life. The learning component, if present, is secondary to the entertainment factor, ensuring the primary goal remains enjoyment and amusement.
The Five Essential Game Mechanics of Games
Online games mostly have the following qualities:
· A narrative, or story, which shapes the gaming experience and gameplay.
· A Point systems or rewards for the achievement of levels.
· A protagonist, or main character, into whose shoes we step.
· A series of increasingly difficult challenges leading to a climax.
· An endpoint that, when reached, means we have won.
Let’s take each of these concepts in turn and see what they contribute to the effectiveness of a game.
1: A Narrative
Whether it’s angry birds trying to destroy structures built by scheming pigs, or Lara Croft raiding a tomb, game developers create a storyline around which the game is built. The complexity of the narrative depends on the nature of the game. For some, it’s highly abstract (Candy Crush Saga, Tetris), whereas, for other games, the narrative game framework is essential (Grand Theft Auto, Zelda).
The narrative helps motivate players, keeps them engaged, and minimizes the sense of the game being arbitrary and pointless.
2: A Points System
Players need indicators of progress. They need to be rewarded for their efforts and to have some sense of how well they are doing. This is where points, progress bars, or difficulty levels come in.
Whether it’s facing down the big boss at the end of a level or ascending to the top of a competitive leaderboard, points or levels deliver that dopamine rush of success.
3: A Protagonist
Whether personified onscreen or assumed by the player in the abstract, in most games, you are “someone” taking on a mission or goal that your everyday self would not. This idea rewards our desire for escapism and reawakens the childhood pleasures of roleplay and make-believe.
Some games have highly developed processes for choosing avatars to “play as,” suggesting how much stock players put into inhabiting these characters.
4: Challenges
There would be no point in designing a game where you complete only one short challenge, endlessly repeat the same action, or complete the hardest task first. Even Tetris gets more difficult as you progress, with more challenging shapes presented and less time to slot them into place.
Narrative conventions demand that the challenges get harder, and we progress through levels of learning and achievement to reach mastery. Not only does this satisfy the expectations of millennia of storytelling convention, but it also makes practical sense.
As we get used to the gameplay, our tasks become easier, which means the game’s complexity must ramp up to match our level of expertise and present a compelling challenge.
5: An Endpoint
Every game must come to an end. Gamers talk about “completing” a game, and when, famously, a designer created a final mission that couldn’t be survived, it created a controversy. Still, even Halo Reach has an ending, even if it’s not a survivable one.
There are open-world and sandbox games like Minecraft, The Sims, or even Tetris, which don’t have any sort of narrative closure, but most traditional games do.
What is a Gamification Strategy, then?
Now that we’ve got a better idea of what a game typically is, let’s define Gamification and then look at the important differences between gamification and playing games together.
A 2022 Forbes article clearly defines Gamification: “Sales gamification is the process of applying game mechanics to normal everyday sales tasks. The intention behind sales gamification is to alter sales reps’ behavior in a way that maximizes their productivity. For example, offering a steak dinner as a reward to the sales rep with the most referrals for the month.” Adding gamification elements, such as point systems and rewards, can significantly enhance engagement and motivation across various sectors like education, marketing, and fitness. For instance, incorporating gamified features in educational platforms has shown a significant increase in task completion rates, driving user interaction and participation.
Let’s break that definition down into its constituent parts:
Game-design elements
This would include things like quizzes, leaderboards, badges, and rewards, which produce that addictive kick we seek when playing a game. These gamification elements are used across different industries to enhance user engagement and motivation.
Game Principles
The notion of winning or losing, competition between players, and the completion of tasks; these are all principles taken from gameplay that can also apply to educational content or training settings online, as well as the many apps we all use for self-improvement.
Non-game contexts
These can range from onboarding training to platforms that promote competition between sales reps or even to getting enough sleep at night or learning a language.
Participation, engagement, motivation, and loyalty
Unfortunately for educators and employers, mandatory training can be dull and/or repetitive. Gamification is used to make it more fun and engaging. The same principles can be applied to competitive leaderboards, consumer loyalty schemes, or onerous diets.
Gamification, therefore, doesn’t aim to turn everything into a game. Instead, it reinforces a learning objective, or desired pattern of behavior, through entertaining and compelling gameplay. Players of gamified learning might have a phenomenally entertaining time, but Gamification isn’t doing its job if the game-based learning outcomes don’t stick.
Game Elements and Gamification
Game elements are the building blocks of gamification, transforming mundane tasks into engaging and interactive experiences. These elements are borrowed from traditional games and adapted to fit various non-game contexts. Here are some common game elements used in gamification:
- Points: Points are a fundamental game element used to track progress and reward users for completing tasks or achieving milestones. They provide immediate feedback and a sense of accomplishment, motivating users to continue engaging with the platform.
- Badges: Badges are visual representations of achievements or accomplishments. They serve as a form of recognition and can motivate users to complete tasks or reach specific goals. Badges also add a layer of personalization, allowing users to showcase their achievements.
- Leaderboards: Leaderboards rank users based on their performance or progress, fostering a sense of competition and motivation. By seeing their position relative to others, users are encouraged to improve their performance and climb the ranks.
- Quests: Quests are a series of tasks or challenges that users must complete to achieve a certain goal or reward. They provide a structured path for users to follow, making the experience more engaging and goal-oriented.
- Virtual Currencies: Virtual currencies are used to reward users for completing tasks or reaching milestones. These currencies can be spent on virtual goods or services within the platform, adding an extra layer of motivation and engagement.
By incorporating these game elements, gamification can create a more dynamic and enjoyable experience for users, driving engagement and achieving desired outcomes.
Gamification Strategy
A successful gamification strategy involves more than just adding game elements to a platform. It requires a well-thought-out plan that aligns with specific goals and objectives. Here are the key components of an effective gamification strategy:
- Clear Goals and Objectives: The first step in any gamification initiative is to define clear goals and objectives. What do you want to achieve? Whether it’s increasing user engagement, improving learning outcomes, or boosting productivity, having a clear purpose will guide the design and implementation of your gamification strategy.
- Engaging Game Elements: The game elements you choose should be engaging and motivating for users. Points, badges, leaderboards, quests, and virtual currencies are just a few examples. The key is to select elements that resonate with your audience and encourage them to participate.
- Feedback and Rewards: Providing feedback and rewards is crucial for maintaining user motivation. Feedback can be immediate, such as points or badges, or more long-term, like progress reports. Rewards should be meaningful and aligned with the users’ goals, whether they are virtual goods, recognition, or tangible prizes.
- Progress Tracking: Users should be able to track their progress and see how they are doing compared to others. This can be achieved through leaderboards, progress bars, or detailed performance reports. Progress tracking helps users stay motivated and focused on their goals.
- Social Sharing: Allowing users to share their progress and achievements on social media can enhance the gamification experience. Social sharing not only provides recognition but also encourages friendly competition and community building.
By incorporating these elements into your gamification strategy, you can create a more engaging and effective experience that drives user participation and achieves your desired outcomes.
Gaming vs. Gamification – the Differences
Now that we are clear in our definitions let’s compare the two concepts and see where the important points of difference and distinction lie.
We’ll do this by looking at the main components from our definition of games and seeing how Gamification uses those game elements (or downplays them).
GAME ELEMENT | GAMES | GAMIFICATION |
Narrative | Important to varying extents, but usually present in one form or another. At the very least, there’s a unique “story world” which has its own internal logic and consistency. | Narrative is vital in some uses of gamification, such as e-learning. The game elements must be incorporated within the overall storytelling flow. The narrative is less key in the creation of competitive leaderboards, although “heroes” develop and are celebrated (high scorers). |
Points System | Almost all games have some sort of points system or the achievement of levels of difficulty. These mark progress and allow players to rank themselves against others, or against their own prior performance. | In gamification, points are usually awarded, either literally, or in terms of badges, a pass mark, badge, or another marker of achievement. Sometimes it’s simply progressing to the next stage that marks achievement. Points and badges also equate to metrics, to those essential KPIs we need to report back to senior management. |
Protagonist | Most games have a literal protagonist, or an implied one (the player). This idea dovetails into the notion of a progressing narrative and gives the player an avatar to root for and experiment with. | In gamification, the protagonist is almost always the user. They tend not to be explicitly represented onscreen, apart from via competitive leaderboards and shared kudos, where it’s important to acknowledge individual “heroism”. |
Rising Challenges | All good games are structured around a set of increasingly difficult challenges, building towards an eventual climax. | This is less apparent and vital in gamification, although it can be mirrored by offering reward systems for increasingly impressive achievements (i.e., sales goals, and conversions). Some online courses have beginner, intermediate, and expert levels, which approximate this game element. |
Endpoint | Most (but not all) games have a clearly defined endpoint, which can only be reached after hard work, multiple game sessions, and a lot of dedication. | In e-learning, there’s often an endpoint, indicated by the awarding of a final certificate. However, many “self-improvement” apps or competitive workplace learning games don’t really have an endpoint, since the aim is continuous improvement. |
Game-Based Learning: A Third Way
Diverse group of children building robots in engineering class and using VR technology
The picture we’ve painted is further confused by the concept of game-based learning. This notion of teaching sits between serious games and gamification and blends the two more fully to make learners achieve distinct, limited aims. It tends to work very well with children and young people.
For instance, let’s say you wanted to teach CPR techniques to school kids. While you can hold a practical class to demonstrate the techniques, you could also use game-based learning to have students reinforce the key points out of class.
You might build an app requiring the user to locate and rescue people dropping in the street. These unfortunate individuals might be of different ages, from adults to infants, requiring subtly different techniques in breathing and chest compressions. Points would be awarded for correctly administering the techniques and returning the fallen to consciousness.
The game would help impress the harder-to-remember elements of CPR, such as clearing the airway, the number of fingers to use, the timing of compressions, and the number of rescue breaths.
This may be an example of a far-fetched use of game-based learning. The UK’s Resuscitation Council has created a similar learning game, although it’s a little more complex and aimed at adults.
Online learning platforms like Duolingo and Khan Academy utilize gamification to enhance engagement and learning outcomes. They use game elements like immediate feedback and rewards to motivate students and make learning interactive and enjoyable. Game-based learning can be used alongside gamification, where there’s a very specific task that requires memorizing key facts or figures. It works especially well for children because it helps the marshal focus on the task by making it fun and engaging.
Gamification in the Workplace and Employee Engagement
Gamification is increasingly everywhere in the world of apps. This is because it’s the best way to encourage engagement, promote competition, and reward achievement. There are numerous gamification examples showcasing its successful implementation across various industries such as marketing, workplace training, health and wellness, education, productivity, and fundraising.
Gamification works just as well in lifestyle apps as in the workplace. Humans are social animals, but we’re also highly competitive. This has allowed us to evolve and thrive magnificently, after all. We enjoy the diversion games provide and can leverage their compelling power to achieve important, life-changing ends.
Benefits and Drawbacks of Gamification
Gamification offers numerous benefits, but it’s important to be aware of its potential drawbacks as well. Here’s a balanced view of the pros and cons of gamification:
Career as Game-Playing
One recent article in Harvard Business Review even framed the whole of a career as a type of game. This may be going a little far, but it’s certainly true that we all use competitive skills and strategies to succeed.
At Spinify, we’ve created various gamification tools to help your employees develop and grow through friendly rivalry, self-improvement, immediate feedback, and the recognition of excellence. Why not browse our platform, or check out an online demo today?
The Future of Gamification
The future of gamification is poised to be shaped by advances in technology and evolving user preferences. Here are some trends and developments to watch for:
Advanced Game Elements and Design
As technology evolves, so will the sophistication of game elements and design. Artificial intelligence (AI) and virtual reality (VR) are likely to play a significant role in creating more immersive and personalized gamification experiences. These technologies can adapt to individual users’ needs and preferences, making gamification more effective and engaging.
Personalization and Adaptivity
Future gamification platforms will likely become more personalized and adaptive. By tailoring game elements and design to individual users, these platforms can provide a more customized experience that meets users’ unique needs and goals.
Integration with Other Technologies
Gamification is expected to become more integrated with other emerging technologies, such as blockchain and the Internet of Things (IoT). This integration could enable new types of gamification experiences, such as decentralized and autonomous gamification platforms that offer greater transparency and security.
New Gamification Experiences
As gamification continues to evolve, we can expect to see new and innovative applications in various fields. From education and healthcare to marketing and employee engagement, gamification will continue to find new ways to motivate and engage users.
Overall, the future of gamification is bright, with endless possibilities for creating engaging and motivating experiences. By staying ahead of technological advancements and understanding user behavior, we can harness the power of gamification to achieve a wide range of goals and outcomes.
Put those insights into practice.
Set your team up for success by improving their performance through gamification.
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