The definition of gamification is the process of adding games or game like elements to something to encourage participation1.
In today’s world organizations and companies are using gamification to improve user engagement, organizational productivity, learning, and physical exercise. You can even use gamification to help you cook pasta!
Gamification can make seemingly mundane activities enjoyable. A collection of research shows that gamification has a positive effect on the majority of individual’s behavior and can lead to lasting behavioral change2
Gamification is meant to leverage people’s natural desire for socializing, learning, competition, and achievement. Gamification strategies usually use conditional rewards (like points or rewards) for players who accomplish certain tasks. Furthermore, making the accomplished rewards visible to other players encourages players to compete and engage with others.
Popular examples of gamification
Another example is the Starbucks app, which uses “commercial gamification” to promote the purchase of their goods/services through games. With the Starbucks app you can place orders, pay for items, and earn points that earn you free food/beverages. Starbucks has a tiered rewards program as well as competitions that encourage people to stay engaged in the app. We just wish they offered bonus points to people who bring in reusable cups!
How is Cupanion using gamification to change behaviour?
At Cupanion, our mission is to inspire the world to reuse. We spend a lot of time thinking about the environmental and cost saving benefits of reuse. This seemingly mundane activity can lead to big change for the environment. That is why we developed our Cupanion Rewards program. Cupanion Rewards is an app based program that allows people to track their reuse and earn rewards.
Currently, the app operates at college and universities, corporate offices, and events/conferences. Students, employees, and attendees can use the app to track their reuse and earn points that are redeemable for rewards. Within the app, point thresholds are set for rewards which encourages people to reach those goals and change their behaviour. People also have the ability to set reminders to get them in the habit of bringing a reusable with them.
We want to inspire YOU to reuse
We want to hear from you! Leave your ideas below or email us.
You can check out the Cupanion Rewards app below:
2 Hamari, Juho; Koivisto, Jonna; Sarsa, Harri (2014). “Does Gamification Work? – A Literature Review of Empirical Studies on Gamification”. Proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6–9: 3025. doi:10.1109/HICSS.2014.377. ISBN 978-1-4799-2504-9.