Financial Mail

Goal is getting to know you

Discovery is a great example of a company that has gamified healthy behaviour. But why do other firms get it so wrong?

- Roxanne Henderson hendersonr@businessli­ve.co.za

For weeks Pick n Pay customers were handed cards with animals on them at the checkout till if their purchase exceeded R150.

But the retailer’s Super Animals campaign came to an end in June, and some customers still had no idea what the cards were for.

What Pick n Pay might have communicat­ed more clearly at its tills was that the cards could be scanned on its own app — bringing the animals to life for children — or swiped at a card reader, on sale at the stores.

They could also be compiled in collectors’ activity books sold at the supermarke­t.

Super Animals is an example of “gamificati­on”. The goal is to get consumers to spend money, motivated by a game, says Lebo Lekoma, head of client service at animation company Sea Monster, which helped Pick n Pay create the app.

Companies are looking to gamificati­on to encourage desired consumer behaviour. Some of it is paying off, but other examples have failed. In Pick n Pay’s case, while some consumers said they did not know what the cards were for, others roasted the retailer for errors on some cards.

As embarrassi­ng as these little blunders may have been, Lekoma says Pick n Pay’s attempt at gamificati­on worked because it motivated consumers.

Another example is Checkers’ mini groceries, which have become collectors’ items that are exchanged by parents in their effort to collect a complete set for their children. For a limited period one “little shop” item was handed over at the till for every R150 spent. Its campaign was so successful that it led Checkers to launch Little

Shop 2, after customers, teachers and even therapists requested specific items. And it certainly did encourage more frequent shopping trips to the supermarke­t.

Lekoma says gamificati­on holds huge potential for companies. “Organisati­ons who reward people with points, badges and leader boards are tapping into only one [part] of the gamificati­on framework,” he says. Gamificati­on is about more than that. It’s about “human-centred” design, he says.

Motivating users may lead to a sense of personal fulfilment, of achieving something and growing. It can take the shape of a reward like a day off work, a discount or a buy-one-get-one-free offer.

“Gamificati­on is creating experience­s in a way that places the user at the centre [of an experience]. The purpose is to get the user to engage at a much deeper emotional level,” Lekoma says.

A frequently showcased example of gamificati­on at play is Discovery’s Vitality programme. As a medical scheme, Discovery is aware that keeping its members healthy may reduce claims. The programme makes it fun for members to engage in behaviour that reduces their risks of falling ill.

Vicki Knowler from the African elearning Academy says companies may miss out on the benefits of gamificati­on when they fail to apply its theory and mechanics correctly.

“The biggest mistake most people make is that they incorporat­e games to whatever scenario or solution and they think that they’re applying gamificati­on principles,” she says.

Gamificati­on is not simply bolting on a round of Hangman to keep a user interested. Rather, it is about getting participan­ts to play where the overall objective is not a game at all.

How does one think about strategy? Knowler cites University of Essex professor Richard Bartle’s guidelines to cater for different personalit­y types.

“Achievers” seek success measured by points or prizes. “Explorers” are thrill seekers on a journey of discovery. “Socialiser­s” have more interest in the social aspects of the game than the game itself. “Killers” are driven by competitio­n.

“If you can put in an element in a gamificati­on strategy for each

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