If a brand uses gamification with no THERE there… Meaning nothing that customers can get better at, no higher resolution richer deeper experiences (nothing meaningful to master), then by all means… Gamify it. It might be the only chance to compete, at least until the competition out-badgifys them.
But if there IS a *there*… something potentially purposeful that users can get better at and potentially master. Something they could potentially even *kick ass* at, that becomes valued for its own sake, then continuing to gamify it is potentially ruining it (refer to punished by rewards and yes, the research Pink mentions. You cannot disagree with ALL of it, right?)” —
Kathy Sierra via comments on The purpose of gamification - O’Reilly Radar
She’s on fire. I miss her blog, miss her on Twitter.
If you’re looking for ‘how’, if you’re looking for a map, for a way to industrialize the new era, you’ve totally missed the point and you will end up disappointed. The nature of the last era was that repetition and management of results increased profits. The nature of this one is the opposite: if someone can tell you precisely what to do, it’s too late. Art and novelty and innovation cannot be reliably and successfully industrialized.
This time, our musical mathematician, @Discographies, gets his hands on those highlighter yellow treats to figure out what they’re made of (sort of).