Nicolas Babin disruptive week about Gamification – July 12th 2021

I am regularly asked to summarize my many posts. I thought it would be a good idea to publish on this blog, every Monday, some of the most relevant articles that I have already shared with you on my social networks.
Today I will share some of the most relevant articles about Gamification and in what form you can find it in today’s life. I will also comment on the articles.

On Forbes.com: https://www.forbes.com/sites/stevebanker/2021/06/02/understanding-the-real-power-of-gamification/

Understanding The Real Power Of Gamification. In May of 2019, the Washington Post reported that “inside several of Amazon’s cavernous warehouses, hundreds of employees spend hours a day playing video games. Some compete by racing virtual dragons or sports cars around a track, while others collaborate to build castles piece by piece. But they aren’t whiling away the time by playing Fortnite and Minecraft. Rather, they’re racing to fill customer orders, their progress reflected in a video game format that is part of an experiment by the e-commerce giant to help reduce the tedium of its physically demanding jobs.” There is certainly a good deal of skepticism when it comes to the value of gamification. After this article was published, several other articles appeared suggesting that either the Amazon program would not work, was unsafe, or was a cynical maneuver designed to exploit already overburdened workers. Last year, Manhattan Associates introduced gamification functionality in their warehouse management system. The gamification functionality is used to improve performance and employee retention in the warehouse. At this year’s online user conference, Manhattan Momentum, the company announced that several customers were live with this functionality or were in the process of implementing it.

https://www.forbes.com/sites/eladnatanson/2021/06/01/play-to-pay-gamification-is-the-future-of-retail-apps/

Play To Pay: Gamification Is The Future Of Retail Apps. The “gamification” of non-gaming apps is nothing new. For years, app developers have tried to include fun, ludic aspects to all kinds of apps, from education to fitness. The chief driver for gamification is to increase users’ enjoyment of apps. Gamifying allows developers to tap into intrinsic motivations that guide human behavior: natural competitiveness and curiosity. By inserting elements that trigger these responses in users, developers can encourage people to spend more time and money in their apps. There are a number of ways game-like techniques can be incorporated into an app. For example, apps might include point scoring and performance rankings, earning badges, levels, and in-app bonuses and offers, which have all been shown to increase user engagement. Outside of the shopping, most verticals have been experimenting with features such as these over the last few years.

On The Tech Advocate.org: https://www.thetechedvocate.org/3-gamification-principles-for-a-gamified-learning-environment/

3 Gamification principles for a gamified learning environment. While students’ energy levels naturally decrease as they get older, most learners will have a naturally high energy level. However, when it comes time to do any serious homework or studying, their attention spans will drop. They give in to their more primordial psychological needs, and they become creative with how they avoid working. That’s why it is essential to bring an element of fun into your classroom, whether you’re teaching kindergartners or grade 12 students. Gamification is an excellent way to hold your learners’ attention spans and make them actually want to do the activity they were previously dreading. Let’s have a look at three of the most critical gamification principles for a gamified learning environment. 

On JDsupra.com: https://www.jdsupra.com/legalnews/gamification-regulators-should-try-the-3773859/

According to Merriam-Webster, “gamification” is “the process of adding games or gamelike elements to something (such as a task) so as to encourage participation.” Google’s dictionary provides a similar definition: “[T]he application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.” Some broker-dealers have employed this marketing concept to their trading platforms in an effort to encourage investors traders to trade more, and thus to generate more revenue for the broker-dealers. In other words, for-profit entities have enhanced their services to differentiate themselves from their competitors by making their services more attractive to consumers in an effort to generate more revenue. I fail to see the problem with the use of gamification in the broker-dealer industry. It does not directly or proximately cause losses to the consenting adults who choose to trade securities. The performance of the securities that grown men and women choose to buy and sell is dictated by the performance of the securities, not whether confetti pours down, or firework light up, the screen after profitably closing a position. There also is nothing misleading about gamification. I highly doubt that there are any traders, even neophyte traders, who actually believe they cannot lose money buying and selling securities. Broker-dealers disclose those risks in spades. Even gamers know they are not going to win every game they play. Trading securities is no different. You make money on some trades and you lose money on others.

On Mondaq.com: https://www.mondaq.com/unitedstates/financial-services/1075598/game-on-finra-hints-at-upcoming-gamification-sweep

Game On: FINRA Hints At Upcoming Gamification SweepDuring a May 19, 2021 webcast at the Financial Industry Regulatory Authority’s (“FINRA”) annual conference, Amy Sochard, FINRA’s Vice President of Advertising Regulation, indicated that the organization will seek public feedback on gamification practices utilized by some stock trading platforms to attract investors with a view toward issuing new rules or guidance.  “Gamification” refers to the application of typical elements of game playing, such as point scoring, competition with others, and rules of play, by trading platforms, online retailers or vendors to encourage engagement with a product or service.

On The Drum.com: https://www.thedrum.com/profile/leadfamly/news/building-personalised-customer-engagement-with-marketing-gamification

Building personalised customer engagement with gamification.

Our role as marketers is becoming ever more difficult and complex. This is driven by a combination of changing consumer expectations, behaviour and the role of technology. Today, the control of how, where and when they engage with our brands is now in consumers’ hands. With our competitors being only one click away, we need to find authentic ways to engage our audience, gather data and use that data to deliver a better experience. Harvard Business Review found that well-executed hyper-personalisation can deliver 8x the return on investment on marketing spend, and lift sales by 10% or more. In interactions with their audience, marketers need to remember to offer value when they ask for any information. As consumers, we unconsciously calculate the cost and benefit in a privacy calculus, so if marketers prioritise building a long-term relationship, they should keep this front of mind.

On Securityboulevard.com: https://securityboulevard.com/2021/05/how-gamification-is-changing-cybersecurity/

Gamification is changing cybersecurity and the way we learn! Scott Wright, Co-host and CEO of Click Armor, joins us this month to discuss why gamification is a “game” changer in our industry.