- The Best Creativity Techniques
- Classical Brainstorming
- Synectics
- Morphological analysis
- Free Association – creative technique
- Analogy technique as a tool for creative problem solving
- Method of focal objects
- The Kipling method (5W1H)
- How to solve a problem – checklist by G. Polya
- Five Why – interrogative technique
- SCAMPER – Creative technique for ideation
- The Phoenix checklist – Creative Thinking Technique
- Lateral thinking technique – effective tool for creative problem solving
- Mind Mapping for creativity and innovation
- The Six Thinking Hats as a tool for creativity and innovation
- Wishful Thinking – creativity technique for breakthrough innovation
- Reversal (Inversion) as a creative problem solving technique
- TRIZ – method of enhancing creativity and generating breakthrough innovations
- 40 Inventive Principles in classical and modern TRIZ
- “What if?” – A powerful creativity and possibility thinking technique
- Lotus Blossom Technique
- Role Playing as a Creative Problem Solving Technique
- Freewriting – Subconscious creative technique
- C. Jung’s “16 Associations” Test as a Problem Solving Method
- Dream Journaling as a technique for finding creative solutions
- Metaphor technique for creative problem solving
- Design Thinking – New Way of Vision and Creative Problem-solving
- Proven Gamification Techniques to Boost Creativity & Problem-Solving
Gamification in business, education and real-life
Gamification is a creative method that involves incorporating game-like elements, game principles and mechanisms into non-game situations, making all kinds of activity and, in particular, the process of problem-solving and idea generation more engaging, enjoyable, interactive and effective. This method leads to increased engagement, motivation, and innovative thinking.
It leverages the psychological rewards and competitive aspects of games to drive desired behaviours and foster creativity in various fields, including business, education, and personal development.
Author of the method
While gamification as a concept doesn’t have a single author, the term was coined by Nick Pelling, a British computer programmer and inventor, in 2002. However, it was not until the mid-2010s that Gamification started to be widely applied in various domains. The method has since been widely adopted across various industries, including education, game design, psychology, healthcare, and business.
Description of the Method
Gamification involves designing and implementing psychological motivators, and game-like elements into real-world activities to make them more engaging interactive, competitive and fun. This can include creating challenges, setting goals, and providing feedback mechanisms to encourage participation and achievement. The goal is to create an environment that is both enjoyable and productive, fostering creativity, critical thinking, and problem-solving skills.
Gamification can also foster a playful and positive attitude, stimulating curiosity, exploration, and experimentation. Furthermore, gamification can encourage collaboration, diversity, and social learning. In structured brainstorming to produce new ideas, ideation games help participants generate more and better ideas.
Gamification involves applying such game-design elements as:
1. Point systems
2. Leaderboards
3. Badges or achievements
4. Levels or progression systems
5. Challenges and quests
6. Rewards and incentives
7. Narrative or storytelling elements
8. Feedback loops
9. Social interaction and competition
The functions of gamification
The key function of this method is to boost creativity and encourage out-of-the-box and innovative thinking, enhancing problem-solving abilities, driving ideation, innovation and problem-solving
The basic functions of this method include:
1. Increasing engagement, participation, motivation and reinforcement
of active involvement.
2. Creating a sense of achievement and progress.
3. Encouraging desired behaviours.
4. Making mundane tasks more enjoyable and fostering healthy competition
5. Providing immediate and constructive feedback and recognition for progress and achievements
6. Enhancing learning and skill development and knowledge retention through interactive experiences
7. Promoting social interaction and collaboration among individuals.
Essence of the Method
Gamification taps into the natural human inclination for play and competition, and also the inherent human desire for achievement, status, rewards and recognition
leveraging these factors to drive creativity, problem-solving, and active participation.
It creates a dynamic and interactive environment that often leads to higher levels of creativity, as participants become more invested in finding novel solutions and are more willing to take risks or explore unconventional ideas.
Methodological and theoretical foundations
Play is an ontological basis and one of the main phenomena of human existence, based on openness to the world of the possible and free manifestation of the creative essence of man. In its highest and most perfect form of development, play coalesces with creativity.
The result of play and creativity is the self-development and self-realization of the individual, going beyond the actual situation and himself, the productive connection of the laws of reality and fantasy, the creation of ideal worlds and free manipulating them.
Play and creativity are not a property of man and the world, but their being and essence, they are ontologically primary, and any activity and interaction potentially contain them, although they are not.
Gamification is based on a range of theoretical and methodological foundations, including:
1. Game theory. Game design principles, such as feedback, rewards, and challenges, have been shown to drive engagement and motivation in games.
2. Motivation theories. Self-determination theory, emphasizes the importance of intrinsic motivation and autonomy in driving behaviour. Focuses on intrinsic motivation and the needs for autonomy and competence.
3. Flow Theory: Describes the creative playful state – state of optimal experience where challenge and skill levels are balanced. (M. Csikszentmihalyi)
4. Behaviorism. Shaping behaviour: Games often break down complex tasks into smaller, achievable steps. This allows users to experience success more frequently, reinforcing the desired behaviour. The operant conditioning concept (B.F. Skinner), stipulates the use of awards (positive reinforcement) and feedback to encourage desired actions.
Fundamental Principles and Rules
To successfully implement Gamification, there are certain principles, rules and procedures to follow. The rules of Gamification are context-dependent and can vary based on the desired outcomes and target audience.
1. Clear goals and objectives: Provide participants with well-defined targets to aim for. Establish specific, measurable, achievable, relevant, and time-bound (SMART) goals.
2. Progressive challenge: Increase difficulty gradually to maintain engagement and avoid frustration.
3. Immediate feedback: Offer real-time responses to actions to reinforce learning and motivation.
4. Voluntary participation: Ensure that participation is voluntary and participants understand the rules and goals.
5. Multiple paths to success: Allow for different strategies and approaches to reach goals.
6. Social interaction: Incorporate elements of cooperation and/or competition to enhance engagement.
7. Visible status: Use badges, levels, or other indicators to show progress and achievements.
8. Rapid cycles: Implement short feedback loops to maintain interest and provide frequent rewards.
9. Meaningful choices: Offer decisions that have a significant impact on outcomes.
10. Narrative integration: Embed tasks within a compelling story or context when possible.
11. Dynamic Environment: Create an environment that is dynamic and interactive, allowing for continuous improvement and learning.
Procedure and Organization – Preparation
Duration: Gamification can be applied to short-term projects (1-2 hours) or long-term initiatives (days, weeks, months, or ongoing).
Space: A meeting room or a virtual space with a projector or screen. Can be implemented in physical spaces (offices, classrooms) or digital environments (apps, websites, virtual worlds).
Materials: A computer or tablet with presentation software, a whiteboard or flipchart, and markers. Visual aids (leaderboards, progress charts). Physical tokens or badges (if applicable)
Number of Participants: 5-20 participants but can be designed for individuals, small teams, or large groups.
Recommendations
By understanding and applying the principles of gamification, individuals and organizations can create engaging and effective environments that boost creativity, problem-solving, and overall performance.
For Facilitator:
• Prepare a clear outline of the gamified activity. Clearly define objectives and desired outcomes before designing the gamified system
• Ensure all participants understand the rules and goals.
• Focus on intrinsic motivation rather than relying solely on extrinsic rewards.
• Provide constructive feedback and encouragement throughout the activity.
For Participants:
• Embrace the spirit of play and experimentation. Be open to new ideas and approaches.
• Engage actively and participate fully.
• Encourage and support fellow participants. Collaborate with others, when possible, to enhance learning and creativity.
Main stages and steps
1. Define the Problem: Clearly state the problem or challenge to be addressed. Define objectives and desired outcomes. Identify the target audience and their motivations.
2. Design the Game: Create a game that incorporates problem-solving elements. Design challenges and levels of progression. Design the reward and feedback system.
3. Play the Game: Engage in the gamified activity, applying problem-solving skills. Monitor progress and engagement. Provide feedback and recognition
4. Evaluate Results: Monitor and evaluate effectiveness. Analyze the results and identify the best solutions. Adjust experiences as needed.
Examples of Using in Practice and Real Life. Cases
Here are several vivid, clear, and interesting examples of the practical application of this technique
Case 1: Combining gamification with other creativity to enhance ideation and innovation
By thoughtfully combining gamification with other creativity techniques such as Brainstorming, Design Thinking, What if? or Role Playing, organizations can foster a culture of innovation, encourage divergent thinking, and accelerate the development of novel solutions.
Combining Gamification with Brainstorming. Gamifying the brainstorming process can help generate more diverse and creative ideas. For example, you could create a game where participants are given a problem statement and must come up with as many solutions as possible within a time limit. Points could be awarded for originality, feasibility, or other criteria. The competitive and time-pressured nature of the game encourages participants to think outside the box and build on each other’s ideas.
Gamifying Design Thinking (Prototyping and Testing). Gamification can also be used to make the prototyping and testing phases more engaging and iterative. Designers could create a game where they rapidly build and test prototypes, earning points for features like user feedback, cost-effectiveness, or alignment with design goals. This gamified process encourages experimentation, rapid iteration, and a focus on user needs.
Narrative-Driven Ideation Games. Incorporating storytelling and narrative elements into ideation games can spark more creative thinking. Participants could be challenged to develop innovative products or solutions for characters within a fictional world or scenario. The narrative context provides constraints that stimulate imagination and lateral thinking.
Steps for Using Gamification to Enhance Ideation and Innovation
1. Define the problem or challenge you want to address through gamification.
2. Identify the key skills, behaviours, or outcomes you want to encourage, such as idea generation, risk-taking, or user-centricity.
3. Design a game that incorporates game mechanics like points, levels, feedback, and competition to motivate the desired behaviours.
Integrate the game into your ideation or innovation process, whether it’s brainstorming, Design Thinking, prototyping, testing, Role Playing et. al.
4. Gather feedback and iterate on the game design to optimize its effectiveness in driving creative problem-solving and innovation.
Case 2: Gamification in business and corporate settings
It can be a powerful tool to motivate and inspire employees to be more creative and innovative in their tasks and projects. This encourages collaboration, creativity, and problem-solving, leading to improved productivity, loyalty and job satisfaction. Furthermore, gamification can stimulate employees to generate better ideas, solutions, or products that meet customer needs. Using gamification for creativity can have several benefits for both employees and organizations,
A company uses gamification to increase employee engagement. They create a leaderboard for employees to track their progress on various projects. Using a point-based system to motivate employees to achieve sales targets, using a leaderboard to incentivize participation.
Gamification, game thinking and game-based tools can be utilized in employee training programs. Simulated scenarios, quizzes, and badges can make the learning process more enjoyable and memorable, leading to improved knowledge retention and skills development.
Salesforce’s Trailhead:
Salesforce, a leading CRM platform, created Trailhead, a gamified learning platform for its users and employees. Learners earn badges and points by completing modules and real-world projects.
Trailhead covers topics and concepts for anyone using Salesforce, from administrators to developers, as well as for the entire sales team and business users. Users can expect to learn important interpersonal and business skills such as data literacy and emotional intelligence.
This gamification approach has significantly increased engagement in Salesforce training, with over 2 million users earning more than 35 million badges.
Case 3: Educational Learning
Gamification can be applied in classrooms to make learning more engaging and interactive. Schools use gamification to enhance learning outcomes. They create a virtual world where students can study a variety of subjects. Incorporating a game-like interface into an educational app increases student engagement and retention.
Duolingo Language Learning:
Duolingo gamifies language learning by incorporating points, levels, and daily streaks. Users earn experience points (XP) for completing lessons, advancing through levels, and maintaining daily streaks for consistent practice. This gamification has helped Duolingo become one of the most popular language-learning platforms, with over 500 million users worldwide.
Case 4: Health and Wellness
Gamification techniques can be employed in health and wellness apps to motivate individuals to exercise regularly. Some health clinics use gamification to promote healthy habits. They create a mobile app that tracks patients’ exercise and diet, providing rewards and badges for achieving milestones.
There is a gamified fitness app to encourage users to meet their fitness goals.
Nike+ Run Club:
Nike’s running app gamifies fitness by allowing users to earn achievements, compete with friends, and participate in challenges. Runners can unlock trophies for milestones, join leaderboards, and receive virtual coaching. The app also integrates social features, allowing users to share their runs and cheer on friends.
Variants or Options.
Modifications and improvement of the method
Gamification can be customized and adapted to suit various contexts and objectives. There are different variations of Gamification techniques, such as team-based competitions, virtual economies, narrative-driven experiences, and collaborative gamified platforms, quests and challenges.
1. Real-Life Challenges: Align game elements with meaningful real-world outcomes or social causes. Use real-life challenges and scenarios to make the gamified activity more relevant and engaging.
2. Role-playing gamification: Allow participants to assume different roles or characters within the gamified system.
3. Narrative-driven gamification (Storytelling): Emphasize storytelling elements to create a more immersive experience. Incorporate narratives to create engaging experiences to make the gamified activity more fascinating.
4. Social gamification: Focus on collaborative challenges and team-based competitions. Allow them to work together to solve problems.
5. Augmented reality gamification: Integrate game elements with real-world environments using AR technology.
6. Adaptive gamification: Use AI to personalize challenges and rewards based on individual user behaviour and preferences.
Advantages – Pros
1. Increased Engagement: Gamification increases participant engagement and motivation. Boosts participation and active involvement.
2. Enhanced Creativity: It fosters creative problem-solving and critical thinking and promotes innovation
3. Improved Learning: It enhances learning outcomes, retention and skill development.
4. Increased Collaboration and healthy competition: It promotes teamwork collaboration and socialization.
5. Creates a sense of achievement and progress. Improves user retention and loyalty.
6. Provides immediate and meaningful feedback and reinforcement
7. Being adaptable to different contexts and needs.
Limitations and disadvantages – Cons
1. Overemphasis on Rewards and competition: An overemphasis on rewards can lead to a focus on extrinsic motivation rather than intrinsic motivation, and also to a focus on short-term gains rather than long-term growth.
2. Resource Intensive: Implementing gamification can be resource-intensive, requiring significant investments in technology and personnel. It can be costly and time-consuming to implement effectively
3. May not appeal and be effective to all personality types, age groups or contexts
4. Gamification alone may not address deeper structural or systemic issues. It may oversimplify complex problems or learning processes.
Gamification should be aligned with the organizational culture, values, and objectives, and should be updated and evaluated regularly. Additionally, gamification should not distract or interfere with core work tasks or create unnecessary stress or competition. It should also be inclusive and respectful of the diversity of employees, allowing for different styles and levels of creativity while recognizing all contributions.