When Gamification is Good for Social Business
Just like the early days of social business, gamification is having its own share of successes and failures.  Businesses who bet on gamification early are willing to experiment and jump ahead of the curve.  Like all things, there are and will be good and bad implementations of gamification.  As someone who bets on both social business and gamification, I thought to provide my reaction to those who are quick to say gamification is bad for social business and describe how it can be used for good in promoting the cause of social business.
Let’s start with the bad and how to correct it. Â I agree with Greg Lowe’s argument in his most recent blog post that a one dimensional gamification system is easy for participants to game (i.e., abuse the system) and loses its value to social business. Â That’s what happens when game mechanics are applied in one-size-fits-all manner to social software. The other issue, as Greg points out, is when the system is set up to reward quantity, not quality. Â This can be easily corrected by adding rules to rewards that limit abuse of activity (i.e, rate limiting) and focus on quality. Â For example, reward only when a post earns a 4 or 5-star rating or is voted up by a colleague.
Gamification is also bad when it is used out of context or changes the intended context of an experience. Â Points and leaderboards are two concepts almost everyone understands about gamification, but these mechanics alone do not always make sense for the business objective an organization is trying to drive. Â I disagree that leaderboards can be applied to just about anything. Â Applying points to all behaviors and then visualizing points through a leaderboard will drive participants to do whatever it takes to make it to the top of the leaderboard. Â This is interesting for a few days or maybe weeks until the majority of participants realize they have no chance of making the top of the leaderboard and interest in the program wanes. Â Is this effective for driving quality contributions (i.e., knowledge sharing) to community? Â Not really. Â Plus, game mechanics that reinforce a competitive environment like leaderboards are not going to foster building a more social, collaborative workplace.
Implementing points and leaderboards as a way to rank users make the reward the objective. Â Using gamification as the reward (“incentive”) is what people consider bad about gamification. Â My colleague Tony Ventrice distinguishes between using rewards as an objective and using rewards to motivate an objective.
“A reward can either be an objective, or it can be a measurement of an objective. The difference is subtle, but hugely important. This solution [badge as measurement of objective] works under the assumption that the customer or employee already finds some value in the tasks they are performing; there is a reason why they interact with the product or service in the first place. Gamification then becomes a measurement of the pre-existing intrinsic reward, to put it another way, a means of visualizing their story of growth.â€
Source: http://blog.badgeville.com/2012/06/11/are-extrinsic-rewards-dangerous/
Let’s consider Tony’s description of a reward as a unit to measure personal growth. Â For example, popular sites like LinkedIn, FitBit and Nike+ all use progress bars to illustrate how far or close you are to achieving a goal. Â Imagine a progress bar that illustrates how many steps remain to accomplish your weekly goal. Â In the example below, the tasks widget informs the user that he or she has completed 80% of the tasks to reach the weekly goal. Â Â Here, game mechanics are utilized to provide visual feedback on progress meeting goals.
Instead of waiting until the end of the year review, employees receive instant feedback on weekly performance, which gives them the opportunity to make the necessary adjustments to achieving their long-term career goals. Â Good gamification is helping users track behaviors and goals they inherently value. Â When applied correctly, it forces you to break large objectives into smaller, bite-sized objectives that are more easily grasped and achieved. Â Hence, employees are rewarded for making small steps that bring them closer to achieving their ultimate goal. Â This is positive behavior management. Â This is what good gamification does and why I argue it’s good for social business.
Social business is a vision for transforming organizations to be more open and cooperative for competitive advantage in the digital age.  Business strategy and technology thought leader John Hagel presents his theory that business transformation in the information age starts with small moves, smartly made that lead to a cascade of change. Behavior change guru Dr. BJ Fogg states the key to long-term behavior change is taking baby steps. The common thread to successful and lasting change is the small steps that are made towards an ultimate goal.  As we’ve learned over the years, social business transformation does not happen overnight.  If we break down the larger social business initiative into smaller steps that apply to the behaviors of the individual employee, we start to map a clearer path for how we get from the current state to the desired state.  As I mentioned above, game mechanics can visualize an employee’s progress making the small steps required to produce the larger business outcome.  The key is in the design that aligns the employee narrative with the corporate narrative.
One of our customers CA Technologies applies game mechanics to recognize employee, customer and partner knowledge sharing on a particular topic through a badge on the community member’s profile. Â The social business strategy is to encourage more CA constituents to share their expertise within the online community to grow the collective intelligence. Â The more questions members answer about a particular topic, the more status (visualized as a profile badge) they earn as experts on that particular topic. Â Volunteering knowledge receives recognition in the form of reputation that is surfaced on their online profile, and the perception is that there is something personal to gain. Therefore, the story for personal growth for employees, customers and partners is aligned with the story of their growth with CA Technologies.
The emergence of social software into the enterprise has provided employees with the ability to share, but not necessarily the right motivation to share. Â Proper motivation for the 90-95% of lurkers to share is what has been missing. At the end of the day, employees want to be recognized for their contributions to the workplace. Reputation and status is a powerful intrinsic motivator for people to share information. Game mechanics designed to recognize knowledge sharing with reputation and status combined with social software that enables knowledge sharing is a winning combination for social business.
Special thanks to Tony Ventrice and Paul Hearing for their help with this blog post.



You made many good points here, including some fine/subtle distinctions that Badgeville (and your competitors) rarely make.
Nonetheless, this line is troubling:
“Reputation and Status is a powerful intrinsic motivator…”
This is quite a common misunderstanding of “intrinsic motivator”, but if you are going to use these terms, they should be used accurately, to the extent that they have been defined in the pscyhological literature. According to the leading theory of motivation today, reputation and status are NOT considered “intrinsic” but are actually another form of “extrinsic” motivator, and in most ways indistinguishable from other externally-regulated behavior.
There is no question that reputation and status are EXTREMELY motivating, just please do not mistake this for *intrinsic*. Reputation and status are primarily about what *other* people think and say. A true intrinsic motivator can ONLY happen when the behavior is rewarding *for itself*, without external regulation. And it is of course wrong to say that when an extrinsic motivator is given it somehow makes you “feel good intrinsically”, because the dopamine reward system from operant conditioning is an entirely different system from that which creates a technically “intrinsically rewarding” experience.
I sound like a broken record, but given that you are one of the leaders in the gamification space you guys really should not be sloppy — at all — with the science you invoke. If you are mucking about with influencing behaviors, you need to be clear on the science. Because getting it wrong can leave your customers with the opposite of their intended result. And it’s ridiculously easy to get this wrong. Your company provides a platform that scales these external regulations, so if you get it even a tiny bit wrong, you have scaled/amplified the wrong result. This matters.
Tossing around ideas about intrinsic motivators so casually is irresponsible. Yes, there are certainly people and psychological theories that DO use the words intrinsic and extrinsic in this way, but they are not the predominant psychological use of these terms.
But still, I applaud you for continuing to try to figure out how what you do DOES relate to “intrinsic motivators”, but please get clear on what that really means. And as long as you claim status and reputation are intrinsic motivators, you’ve still not understood what you are doing.
Thanks Kathy for your comment. You raise a great point about the importance of semantics. It was, as you say, “sloppy†to use the word intrinsic when describing the motivation for status and reputation without further explanation. Mastery of a topic is an intrinsic motivator for subject matter expertise, not the status and reputation associated with it. I have updated my post to reflect our discussion.
Caroline,
This is a great piece that does help to fill in some of the blanks. I do have some specific observations about how people work that are almost undermined by gamification.
In the blog, you noted about giving a badge for contributing to a specific topic. In principle, this is good, but one of the observations I made inside of a company is that many experts are already spending too much time in their day being interrupted with questions and aren’t necessarily looking for more recognition or more disruptions. Now to be fair, having people who have knowledge about specifics without having to disturb the experts is good, but it can perhaps leave gaping holes if the person has a small piece of knowledge about a topic that they’ve contributed and are now suddenly seen as an expert. These faux experts are suddenly having influences on business that they are not qualified for. The side effect may be that the real experts become disenchanted and decide to leave. I’ve seen this first hand.
The other issue I’ve observed is that gamification doesn’t inspire everyone. As a matter of fact, it actually actively discourages some from participating. Does the implementation of a system increase the chance of creating a cultural divide in the company?
I love the fact that we’re having the conversation and appreciate the challenges and validations. Thanks for writing this piece!