Welcome to GamificationMystic.com  A source and resource for gamification.

I am Junaid Petker, also known as the GamificationMystic. I am a gamification practitioner, thinker, tinkerer and a business consultant with over 10 years of experience in organisational development and strategy. Through this website you will learn about my approach to gamification and hopefully be able to apply some of it as well. I am always looking to build gamified experiences using my sustainable, strategic method, so please feel free to contact me if you want to Co-Create a gamified product, service, or organisational process. I also provide a gamification Quality Assurance service which you can learn more about here.

At GamificationMystic.com we believe that gamification is still is in its infancy as a field, and so it important to share ideas and findings. That’s why this website is not just about us, and we hope, that eventually this site becomes a platform for gamification practitioners around the world.

If you look carefully around this site you will find g.A.i.b (Gamification Artificial Intelligence Bot) hanging around. g.A.i.b. is my assistant and an explorer in the world of gamification. He helps to simplify some of the complex content often found in gamification. He is a curious, sometimes silly fellow, and you can visit him in the playpen if you want to have a little fun. Happy exploring fellow gamifier.

Before you go, if you are new to the field, here is some basic information about gamification:

Basic Definition

Gamification: A strategic technique that changes human behaviour using “game thinking” in non-game contexts to achieve measurable results in a manner that people generally find highly engaging and fun.

My Expanded Definition

Gamification is a strategic management technique that changes human behaviour, through either influence or manipulation, using engaging game-based elements, processes and principles that participants generally find enjoyable so as to achieve a measurable result in a specified context.

Where has it been applied?

Gamification has been used to increase participant engagement and enjoyment in the areas of education, marketing, personal health, recycling, vehicle speed reduction, managing chores, managing money, fuel efficiency, military recruitment, human resource management, public relations, etc. Click here for over 90 examples of successful gamification along with Return On Investment (ROI) metrics.

How do I successfully gamify something?

With research by Gartner (Gamification 2020: What is the future of gamification?) indicating that 80% of gamification attempts fail, it is important to follow a method that is practical, based on sound theory, and ethical. GamificationMystic.com uses such a proven, rigorous, strategic process to co-create a sustainable gamified experience with you given your specific context and needs. Contact us to co-create, or, read about it in my up coming book (expected December 2017).

Players, Player Types, Player Journeys

“Players” is gamification’s preferred word for users. These are the folks that physically engage with the gamified experience and whose behavior is being managed through the experience. A successful gamification build depends on understanding your players, and in order to do this, we often categories players with regards to various aspects; we term these broad categories in which or users fall into Player Types. The process a user or player goes through in a gamified experience is termed a Player Journey and this usually an in depth document depicted either visually, textually, or using a mix of both.

Mechanics, Dynamics, and Aesthetics.

Please visit our Mechanics Library where you can explore our definitions of mechanics and dynamics. Aesthetics generally refers to the overall look and feel of the gamified experience.

Points, Badges and Leader Boards (PBL).

These are… well… points, badges and leader boards. The trouble is that too many people have come to assume that gamification is only about slapping on PBLs, and this sets them up for failure. PBLs are a class of mechanics that we call “progress mechanics”, and while found in most gamification builds, these are just a part of what one needs to consider when building a player journey.

FLOW, Engagement, and Fun

Gamified experiences are successful when you create player journeys that keep players in Flow. Flow is a mental state experiences as a sweet spot in performance. If you have been “in the zone” you have know what Flow feels like. Being in Flow keeps one engaged in what they are doing and is also a pleasurable experience.

Is it always high-tech?

Not at all. Gamification can take a high-tech, low tech, or hybrid approach. It all depends on your strategy and on the resources available to you. High tech solutions involving virtual or augmented reality are really cool, but there is nothing stopping you from designing a successful gamified experience that is paper based. Gamification should always be applied in context based on outcomes required, that is why having a strategy in place is so important.

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