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Need people to keep coming back to it?

Your training is built and you can see how people use it. Now you want them to finish it, and to go again for a better result. Gamification gives them a reason to.

The idea A virtual reality training experience for our teams

A phone screen over a misty forest reading “01 You have discovered”, with a “discovered” stamp and a Find button. A phone screen reading “Here are your collected histories”, with the first finds shown as a stack of illustrated postcards.

What it is

Game mechanics in something that is not a game.

Gamification takes the parts of games that keep people playing and builds them into something that is not a game: a training course, a learning app, a loyalty scheme, a campaign.

The parts are familiar. Points, levels, leaderboards, rewards, challenges and things to collect. Used well they do one job. They make the behaviour you want visible, and worth repeating.

So we start with the behaviour, not the mechanic. Whether you want customers to return, colleagues to be more productive or learners to remember more, we design the mechanics with you to fit your goals and your people.

What it changes

  • Engagement. People interact more often and for longer.
  • Motivation. Challenges and rewards push people towards the goals that matter.
  • Learning. Interactive, enjoyable practice improves what people remember and can do.
  • Productivity. Engaged colleagues are more satisfied with their work.
  • Loyalty. Customers return, and feel closer to your brand.

Try it yourself

Watch it work on you.

As you read the four parts below, you earn points, fill the level bar and unlock a badge, as a team member would in a training programme. The standings at the end are an example.

  1. Start with the behaviour

    Every mechanic begins with one question: what do you want people to do more of? Finish a module, visit every stop, get a procedure right. We agree it with you first, because points for the wrong thing teach the wrong thing.

    +100 points Badge: Clear goal

  2. Show the progress

    People keep going when they can see how far they have come. A level bar, a count of what is left or a set with gaps in it tells them where they stand and what comes next.

    +100 points Badge: On the way

  3. Answer straight away

    A score that arrives a week later changes nothing. Feedback at the moment of the action, right or wrong, turns practice into something people choose to repeat.

    +100 points Badge: Quick feedback

  4. Reward what matters

    A reward only means something when it recognises the behaviour you care about. Then people can see what good looks like, and your organisation sees it improve.

    +100 points Badge: Worth earning

Example standings

  1. 1 You 400
  2. 2 Amara 310
  3. 3 Marcus 240
  4. 4 Elena 190
  5. 5 Tom 120

Example scores, to show how a leaderboard moves.

The mechanics

What each mechanic is for

You do not need all of them. We choose with you the few that reward the behaviour you want.

Game mechanics, what each does and what we agree with you
Mechanic What it does What we agree with you
Points Give every worthwhile action a value, so effort adds up where people can see it. Reward the action you want, not the easy one to count.
Levels Mark progress through a longer programme, so there is always a next step. Set the early levels so that nearly everyone passes them.
Leaderboards Show where someone stands against their team, their site or their last result. Agree with you whether people compare with each other or with themselves.
Rewards and badges Recognise the right behaviour at the moment it happens. Make each one mean something to the people who earn it.
Challenges Set a clear task with feedback straight away, so practice becomes something people repeat. Keep the task close to the real one.
Collections Give people a set to complete, so they come back for what is missing. Show the gaps, so the next find is obvious.

In the hand

Find it, collect it, answer for it.

Things to find and sets to complete give people a reason to come back. In RAF100, people collect over 50 of the most iconic RAF aircraft. In our Fife journey, they follow the footsteps of past kings and queens. These screens are from Mablethorpe Histories.

Where it works

Wherever attention is the problem

Five places we would start, each with a different thing to reward.

Education
Turn a lesson into something students want to return to. In Race to Zero, made with Fife Council, young students manage an economy, its energy and its social needs as a game.
Healthcare
Encourage healthy habits with interactive wellness programmes, where small steps add up and are seen to add up.
Corporate training
Make professional development rewarding. Levels and scores give people a reason to finish the module and to practise again, and give managers something to see.
Retail
Build loyalty with shopping that has something to find, win or complete, so customers have a reason to come back.
Non-profit
Drive participation and giving with challenges people take part in together.
Race to Zero, the game we made with Fife Council.

Learning as a game

Run it, and learn from running it.

Race to Zero is an interactive simulation we made with Fife Council. It focuses on economy, energy and social management, and it is there to boost enterprise learning for the area’s young students.

How we work

From the behaviour you want to the first high score

  1. Agree what to reward

    We form a creative plan with you, starting from the behaviour you want to see more of. Solving that together is one of our favourite parts of a project.

  2. Make the content

    Our designers, 3D modellers and animators produce the content, and you play it at every step.

  3. Build and test

    Our developers build the app and test it thoroughly with you before it goes to the platforms you need.

  4. Keep it fresh

    We keep the app working and up to date, and add new challenges with you when you want to go further.

Where it runs

On iOS, Android and Windows.

Once the app is built and tested with you, we submit it for distribution on the platforms your players use. We choose them with you, starting from who will play and where.

  • iOS
  • Android
  • Windows

Questions

Good to know

  • What can be gamified?

    Training, education, health and wellbeing, retail, events, visitor trails and charity campaigns. The projects on this page show some of them.

  • Does it have to be augmented or virtual reality?

    No. Game mechanics work in a mobile app, a browser or a headset. We choose the medium with you once we know who will play it and where.

  • Will points and rewards make serious training feel trivial?

    They should not. The mechanics reward the behaviour you care about, such as getting a procedure right, so the score means something to your team.

  • Is a leaderboard a good idea for every team?

    Not always. Comparing people suits some groups and puts others off, so we agree with you whether to compare people with each other or each person with their own last result.

  • Can we add new challenges after launch?

    Yes. We keep the app working and up to date after release, and add new content and features with you when you need them.

Your idea

Talk it through with us

Tell us what you are trying to explain, launch or change. We will work out with you whether this is the right medium for it.

Your turn

What’s your idea?

Tell us the idea you are trying to explain, launch or change, and together we will find the right way to tell it.