BEM Gamification: Measuring Motivation (part 2)
Javier Velasquez
Award winning Gamification and Engagement Expert | Change specialist | L&D Engagement Manager
To read the first part of this article, click on the link above.
In the last article we discussed behavior clusters, and measuring energy and direction. However, I left the most important indicator out: perseverance. So let's pick where we left off!
Perseverance
While energy can help us understand how attractive is the activity we are designing and how much intrinsic motivation is being allocated to the activity (or the measure of fear for a consequence, but let's say we are not that kind of designers), perseverance shows us how this energy is modulated over time.
Motivation is not a static indicator: its rate can change, and will change over time. Motivation is in flux, and it depends on several factors, many of which are out of our control. Motivating someone is an uphill battle that can be negatively affected by several foreseeable and unforeseen forces. Let's list a few:
This is a small list to just show how many of the elements that diminish perseverance are out of your control, and others require careful thought and testing. Think about this: the triple A game industry can take 3 years and big teams to keep you engaged for 50 to 70 hours, and even then, you will reach only a fraction of the population. Measuring the life time of your players become essential to understand motivation and, while you might never know the real cause of abandon, understanding when your players are leaving can give you hints into the problems that are in your control, like difficulty curves or fatigue from repetition.
The game of motivation
Motivation designers of any type are fighting a hard fight, with many obstacles that play against us. We can't control all the factors, which means the game of motivation is a game of both skill and chance! The right question is about the odds of getting a player to try your system and then the odds of keeping them for a significant amount of time.
If you are designing a mandatory course, you will not be able to measure things related to intrinsic motivation, so you will have to measure the perception of the experience. But this is relatively simple and has been done through many methods. But when you don't intend to create obligation, now you are playing a hard hand. Specially because in serious environments you don't have a lot of space for testing, and, as an expert, your client might expect certain results in very short timeframes. In this case, measuring motivations is about managing expectations!
Unfortunately, gamification companies and consultants have always used a really optimistic language like: "gamification is the perfect tool for engaging your users/learners". It's understandable, but when a client feels like gamification is THE answer, this might create the idea that gamification is the sole responsible for the success of a project and that it will work with everyone! And the measure of success is a game of expectation and anticipation.
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As a game of probabilities, measuring motivation in percents seems like a good move, but you must be careful, as scales affect expectation in a big way. Look at the following questions and answers (not taken from real stats):
You must be wary as many of these questions won't measure motivation via gamification, as, for example, attracting new market might be the role of the marketing team (which can be using or not gamified principles). On the other hand, percentages can give you odds, but can also give you sets: 3% of engaged users of my possible market is not the same as having a 3% probability of engaging a user. And finally, the framing of the question can take you to the bottom of the scale, which sounds awful! Is 0.001% of the world population a bad metric? Sounds bad because of the scale but it's actually around 8 million people!
The thing is, motivation can only be measured in numbers 1 and 3! If you invite 100 people to do a task and 15% do it, that might be more or less the chances that that task can engage people. In this case, the set represents more or less the chances, because all of them had the information on the task (and it was a big enough sample), very different to say that 3% of my possible market engages, as 97% might just not know about your system! In this sense, motivation can only be measured by understanding the level of engagement of people who are still active in your system and receive the call to action!
If you have 1000 users and, after gamifying your app you get 1000 more, was this solely because of the gamified system? That is really hard to say and you would need to have control groups to have better information (having the non gamified option competing with the new one, for example), but also, eliminating noise can be hard! Maybe there was a better marketing scheme that is responsible for the new users. So, measuring motivation by growth is an inexact science. Bounce rate might be a better indicator, as it show the resistance to grow and can be expressed as probabilities: 60% of my new users engage for more than 10 minutes.
On the other hand, if with each new user you recalculate the odds of people doing certain tasks, this can improve your model! If you send a call to action to 200 users and 120 are not engaged, that would be the measure of apathy for that task. Is that a bad number? Not necessarily!
First of all, remember the behavioral clusters! The more activities you can do in an app, the more they are competing for the user attention, and one related task might be taking people's attention away from the other one. In this case, improving the engagement on the task might systemically reduce the engagement on other performing activities. Remember, you have limited amounts of attention!
But this shows one big thing! The only way to measure motivation is giving choice, as choice is the only way to measure chances! As player motivations can vary a lot among each other, having a mechanic which only 10% of players interact with it might not be a bad idea: maybe it is a competitive scenario for only high performers, but this 10% yield 90% of the productivity! Remember, you need to account for energy as well as direction. Now, if that 10% loses interest in just a few weeks then you have a problem of perseverance for that mechanic and should be tweaked. So measuring engagement and disengagement over time is a key metric!
And be wary: one thing is to lose a player, another thing is that a player stops using a mechanic! Maybe that 10% that stopped using your competitive scenario migrated to collaborative guilds! That might be a great player journey! In this sense, measuring engagement by player's level might give you great information on how your mechanics promote motivation. But this can only be achieved if your players have choice!
If your gamification system is a way to remove choice then you will have a hard time measuring motivation. You will have to rely on past baselines to see if your current implementation improve the odds of engagement. But you will have to isolate variables like marketing and this would require the type of control testing that is hard to do in the corporate world. Think of putting your own mechanics in competition and you might find a better way to check for results, but always remember, check the energy, the direction and the perseverance to have a bigger picture.
And never oversell expectations! Remember, there are 3.68 billion gamers in a world of almost 8 billion people, which is less than 50%, and World of Warcraft has 4.8 million subscribers, which is 0,13% of that 50%. Now you can start to really understand what getting another 100 players to your system might mean! You gamification system is competing with all sort of mandatory and idle activities, some of them with enormous budgets, so any new user with feedback of love to your system is an epic win!
Any questions? I still have many! Any other ideas? Let's build knowledge together!
Professional Services Consultant
2 年I really appreciate the call-out to probability that is unfortunately daughter or a lesser god within the gamification strategies. That said, I would have probably proposed some bayesian-based strategy to increase the dynamic accurancy of the estimated output, and also as strategy to set-up intermediate goalpost. But, personal peeve aside, good job ;)
Applied Behavioral Scientist | Expert in digital products, CX, and AI | I build scalable, successful products and experiences that improve people’s lives and well-being
2 年Great piece! I love the part on probability in particular. This is a nuance that gets overlooked or just ignored. Nice work making it accessible.