The Gamification Lens is new approach to viewing all human activities It can be used to understand and develop strategies for shaping, influencing and developing behaviour across all sectors of life including education, business, the environment, politics and relationships.
1. The Gamification Lens
The Gamification Lens is a new approach to developing an understanding of human
behaviour and how to influence individual and collective actions, perceptions, opinions and
motivations in the interests of a sustainable future. The principle behind the Gamification
lens is to regard all human activity as a game in which individuals can choose to be
involved and adopt roles defined by the ""Gamification Lens Engagement Pyramid"
The Gamification Lens is based on the premise that every living creature is born with an
instinct to control their lives and the environment around them. From the minute we are
born we enter a game in which we explore and test the world around us not only to learn
the rules of "The Game of Life" but also to control that game and like any really addictive
game we constantly seek to control the uncontrollable.
Through the Gamification Lens, we can see how any human process or activity succeeds
or fails and either sustains itself or withers and dies. At a micro level, the Gamification
Lens can be applied to individual relationships between human beings and at a macro
level, it can be applied to society as a whole.
The Games Master represents the highest level of success in where the Games Master is
able to influence and shape the outcome of the activity (game) to achieve their objective.
Games Masters help the players to not only perform to the best of their ability but also
align their actions to a common goal through collaboration and teamwork. Games Masters
are the most highly rewarded for their competences and skills.
2. Players are the next most highly rewarded for their skills and abilities to influence the
outcome of the activity (game) through individual mastery of their skills. However, players
tend to operate as individuals and their success is limited by both the rules of the game
and the abilities of other players in the game.
Fans are "would-be" players who do not have the competences or resources to become
players but are so engaged that they choose to devote their time, attention and money to
supporting the activity (game). It is the fans who make the activity sustainable when they
form a critical mass. Fans are affected by the outcome of the activity but have less
influence on that outcome than the players or the games master.
Spectators have less engagement than fans. They are aware of the activity and may be
affected by it but choose not to devote much time, energy or attention to it. They are happy
to observe and learn what bits interest them but they are generally not motivated.
Hermits have the lowest level of engagement. Hermits may be affected by the outcome if
the activity but have no awareness, understanding of or interest in the activity.
What is the Gamification Lens's Value and Relevance Today?
We live in a unique and disruptive period in history as a result of digital technologies which
have empowered individual citizens in unprecedented ways by providing easy access to
tools which both deliver information and knowledge and enable us to communicate to a
global audience. This unprecedented phenomenon creates potential opportunities for us to
control our lives and reduce our dependence on traditional sources of knowledge. It
represents a challenge to the hierarchical structures in society and it's consequences are
profound. Knowledge professionals no longer have command over their subject matter
domains when passionate and motivated individuals can more rapidly develop specific
knowledge and understanding.
The result of these challenges to the traditional and naturally embedded hierarchical
structures is a potentially unstable world in which the most connected society in history is
paradoxically the most disconnected in history. It is the growing disconnect between power
and responsibility which is potentially the most dangerous to a sustainable future.
In order to shape any sustainable future, we need to develop the leadership skills of future
societal "Games Masters". These individuals will have the human characteristics which
can engage and motivate other human beings to a common purpose or goal. They can
achieve success by their ability to transform spectators into fans and fans into players.
The Leaders of the future need to be Games Masters who can Gamify the education and
development experience to shape the citizens of tomorrow, engaged, motivated and
passionate but aligned to a vision for an equitable, stable and sustainable world for future
generations.