Let the games begin!
- lizziedunavin
- Jul 4, 2020
- 4 min read
Gamification: the use of game design elements in non-game contexts.
Example: The Color Run 5K is an example of gamification to increase the number of runners and non-runners participating in a 5K. They do this by adding game design elements (getting hit with colored powder and the competition element of a race) to a non-game context (running).
Now that the definition is out of the way and we are all on the same page, this post is all about gamification and applied behavior analysis coming together to create a world that is a little more fun. That's right, fun. The only objective I have for this post is to inspire myself and others to invent ways of life that make others smile. As an inspiring individual once said "Fun is good." -Dr. Suess
Gamification has already been used in a variety of contexts such as: mental health, education, sustainability, health and fitness, and that's just the beginning. I recently reviewed an article titled "The Intersection between Behavior Analysis and Game Design Technologies." It was a long read, so I'll categorize and summarize what I found to be the best examples throughout.
"Fun is good." -Dr. Suess
Mental Health
Application: SuperBetter https://www.superbetter.com/
In this app you determine the biggest obstacles in your life. You then find healthy ways to overcome these obstacles. As you overcome obstacles, you defeat villains in the game. They use the example of eating something unhealthy, but instead you drink water and go for a walk. You then put that into this application and receive the reinforcement of your virtual superhero defeating a bad guy. To put that in the perspective of applied behavior analysis, you give yourself a replacement behavior that is just as reinforcing as the behavior you are trying to decrease. I highly recommending checking out their site for all the science behind the program.

Photo credit: superbetter.com
Sustainability
Gamification in the Real World
Volkswagen is a company that recently came out with the Fun Theory. It's not quite gamification due to some specific requirements for behavior analytic experimentation. Still, a great example of redesigning daily activities to increase smiles. One example of this is the bottle bank arcade. On a public street a recycling deposit center was redesigned to look like an arcade game. There were six deposit areas with lights above them. The lights would randomly light up and if individuals deposited in the lit up area, they would receive points on a display board. This was a simple re-design that had a dramatic effect. The recycling center previously received two deposits in a one hour period. After implementing the arcade design, the center had 100 deposits in a one hour period. (Morford, et. al, 2014)
Education
Application: MimioSprout https://learningworksforkids.com/apps/mimiosprout/
Students progress through levels of reading as they mastered content. This is a game like application where students are working to beat levels at their own pace, but also learning new content. MimioSprout has been shown to increase a student’s reading level from .35-.75 grade levels in 30 hours of instruction.

Application: Duolingo https://www.duolingo.com/
Duolingo is an application you can download on your phone to learn a second language. They have a variety of language to choose from. As you learn content, you progress through levels unlocking different items and content areas. They also have a leaderboard to provide reinforcement to those progressing.
Health and Fitness
Gamification in the Real World
Volkswagen was at it again with their Fun Theory in a Swedish subway station. In order to increase stair use instead of the escalator, they transformed a set of stairs into piano keys. Seriously, paint, sound, all of it. What they found was stair use increased by 66%. Again, not exactly an example of gamification, but this simple redesign had a measurable impact on individuals healthy lifestyle choices. While most likely adding a few smiles and laughs along the way.
Application: Zombies, Run! https://zombiesrungame.com/
Zombies, Run! is an application you turn on each time you go for a walk, jog, or run. Headphones are a must as you will hear your mission as you move. The description on the website states "If you're chased by zombies, you'll have to speed up!" You will have an opportunity to collect supplies to assist you in building your base later on. This interactive game design keeps you moving longer and reinforces you to move more often to keep your base safe from the zombies. This has also been translated into a real world 5K where you have a flag on you as you run and you try to avoid zombies along the way.
These are just a few examples of gamification in the real world. I challenge you to find an aspect of your community or an aspect of your life where adding a little fun could go a long way. Together we have an opportunity to design a world that not only creates change but relieves the stress and burden that every day life throws in our direction.
Morford, Z. H., Witts, B. N., Killingsworth, K. J., & Alavosius, M. P. (2014). Gamification: The Intersection between Behavior Analysis and Game Design Technologies. The Behavior Analyst, 37(1), 25-40. doi:10.1007/s40614-014-0006-1



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