Welcome to a Question of Gamification. This is An Coppens. I'm your show host and also the CEO of Gamification Nation. This week's question of the week is, "How can you keep your gamification design or your game design fresh?
It's a question we've had several times. It's a question I also ask my clients, how are they going to keep people engaged over the long haul? Sometimes we build gamification campaigns that are short, snappy and just for 45 days, a season, a launch, something like that. In that case, the longevity is not necessarily a question, but a lot of the times we're asked to build a gamification design for let's say a learning portal, for a marketing year of. For a product that needs to attract new people all of the time. Now the hint is in it, I suppose in some sense, and it always made sense in my mind, but when I say it to people, especially in the operational side of a business, I usually get greeted with, "Oh, that's how you do it", kind of response.
So if you're in learning, if you're in HR, if you're in anything employee facing, you've got to think like a marketeer. You've got to think like the seasons of fashion, the seasons of nature in effect, because most of the time your business, if it's like any bit like ours, it has cyclical moves, some periods are really busy, other periods they may go a bit quieter. And how you motivate your people in the up days and in the low days are slightly different so they should be. Now in periods like January, we've done campaigns for telecoms organisation to beat the January blues, for example. In another company we've built in four seasons into their learning portal and each season brought new quests, new challenges, new interesting things to explore. So you give the impression there's always something to aim for.
Now in recruitment, it's probably not the same role that's open all of the time. So varying that so that your message changes to the marketplace because people looking at your company will also look at is there variation? Is it the same all the time? So one thing that we took away from that is that a lot of companies don't think about that at the outset of, you know, Oh, I want to do gamification, or Oh, I'm going to play a game. We're going to need a game for X purpose. And then they don't think any further. So what's after the first rollout? So we make them, we asked them to think about that and say, okay, so that's great, you're going to invest X amount of money into building this new way of doing it, motivational way of encouraging your learners to come into your learning portal.
What are you going to do to, to make it sticky, to make them come back? No, in last week's call or last week's podcast, I spoke about building habits. Habits are a good thing, but again, if you know yourself, and if you're any bit like me, you have good habits and bad habits and one of my bad habits is that I stop and start an awful lot of things and I may not always finish everything. Like, for example, you know, I have these great intentions of losing weight and I'm still working on it and I keep stopping and starting the whole chain of losing weights, eating right, exercising more, and drinking more water. So yeah, so it's, it's a constant reminder of good habits and we don't always keep the good ones up forever. So we have to make sure that in any game design, but also any gamification design that we build in for those moments where people are just not sticking to what they said they were going to do.
I mean, think about your new year's resolution. It's, you know, something that most of us do in the beginning of the year and usually three weeks in they're all down some dark hole over your memory and you've forgotten all about it. Or if you're good, you're still going. Give it another three weeks and maybe it starts to ease off a little. So you know, habits are good thing, but again, on their own, just having game mechanics stimulates positive reinforcements and...