Summary of "Gamifying Work, with Jesse Schell (2019)"
Gamifying Work (Jesse Schell, 2019)
Main ideas and lessons
- Start with a concrete, measurable change. For any transformational game (learning, habit change, behavior change), be explicit about the exact change you want to produce and how you will measure it.
- Diagnose the barriers. Ask why the change hasn’t already happened and identify practical, social, emotional, or informational obstacles blocking it.
- Context matters — design to the real-world situation. Training and gamification are highly context-sensitive: what motivates one group (individual feedback, points) may fail for another. Study how people currently work, what they care about, and what social dynamics influence behavior.
- Feedback alone can be insufficient. A simple repeated-case + immediate correctness feedback loop may not change real-world decisions or habits.
- Emotional engagement can strengthen learning. Strong emotional storytelling and meaningful relationships in training create deeper learning and behavior change than dry feedback loops.
- Social dynamics are powerful levers. Peer standing, group identity, and the social consequences of performance can make group-based training far more effective than isolated individual training.
- Don’t default to “points and leaderboards.” Points and high-scores are only sometimes appropriate. If the root cause is loss of social connection or autonomy, adding point mechanics won’t solve the problem — design solutions that restore the missing contextual element.
- Solve the real problem, not the symptom. Example: warehouse turnover rose after replacing personal managers with computer-directed workflows. The underlying problem was loss of human contact and choice; appropriate solutions include social features, team-based experiences, or giving workers more control — not simply adding points.
- Prototype, test, and iterate. Try different experiential approaches (feedback loops, emotionally rich narratives, social multiplayer, etc.), measure real-world impact, and adopt the approach that actually changes behavior.
Design methodology (step-by-step checklist)
- Define the change objective precisely: what behavior, habit, or decision should change, and how will you measure it?
- Investigate why the change hasn’t happened—identify barriers (lack of feedback, poor training, social norms, lack of autonomy, emotional disengagement, etc.).
- Study the work/training context and stakeholders (who’s involved, social relationships, incentives, constraints).
- Brainstorm solutions targeted to those root causes (not generic gamification).
- Prototype an intervention tailored to the context (examples: feedback drills, emotionally-driven narrative scenarios, group training simulations, social/team mechanics, customization like music or autonomy).
- Test the prototype on real users and measure behavioral outcomes, not just short-term engagement.
- If the initial approach fails, analyze why and iterate (consider shifting from feedback-focused to emotionally-engaging or social designs if appropriate).
- Prefer solutions that restore or leverage meaningful social dynamics and emotional salience rather than only surface-level rewards (points/badges).
- Scale the approach that demonstrably changes real-world decisions and habits.
Illustrative examples
- Trauma/ER training: An initial case-after-case feedback game provided correctness feedback but didn’t change on-the-job decisions. A later prototype used an emotionally rich adventure-style game featuring relationships and patient/family consequences; this produced measurable behavioral change.
- Firefighter training: Social standing and group consequences make group-based training far more effective than individual, isolated training.
- Warehouse turnover: Replacing human managers with computer-directed headsets removed social connection and autonomy, causing turnover. Potential fixes included enabling communication, adding social/team mechanics, or restoring choice — rather than simply awarding points.
Other notes
- Gamification projects commonly fail when designers apply point-and-leaderboard mechanics without diagnosing the real problem.
- Effective solutions come from matching the design to the psychological and social levers that actually produce the desired change.
Speakers / sources featured
- Jesse Schell — game designer, CMU professor, CEO of Schell Games (primary speaker)
- Unnamed host/narrator from the Game Thinking Masterclass (introduces Jesse and the examples)
- Unnamed researcher (studying trauma training)
- Unnamed writers/storytellers (hired to create emotional narrative)
- Example stakeholder groups referenced (not individual speakers): emergency doctors/trauma teams, firefighters, warehouse workers and managers
Category
Educational
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