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The Psychology of Gamification: Why Games Make People Act

Why do people ignore a banner but play a quiz? The research behind gamification, from curiosity to reciprocity, and how to use it without dark patterns.

The Psychology of Gamification: Why Games Make People Act

Why will someone ignore a banner but happily spend two minutes on a quiz from the same brand? The answer lies in gamification psychology: a handful of well-studied ideas about what motivates people, what makes them curious and what makes them feel good about taking part.

In this article we look at why gamification works, using research from psychology and neuroscience, and show how each idea turns up in real campaigns. We also cover the ethical lines, because the same ideas can be misused.

Intrinsic vs Extrinsic Motivation

Psychologists separate two kinds of motivation:

  • Intrinsic motivation: doing something because it is interesting or enjoyable in itself.
  • Extrinsic motivation: doing something for an outside reward, like a prize or a discount.

Self-determination theory, developed by Edward Deci and Richard Ryan, adds that people are most willingly engaged when three basic needs are supported: autonomy (feeling you chose to do it), competence (feeling effective) and relatedness (feeling connected to others). You can read an overview on the Center for Self-Determination Theory's website. A 2006 study by Ryan, Rigby and Przybylski applied the theory to video games and found that the sense of autonomy and competence during play was linked to enjoyment and wanting to play again.

What it means for marketers: the prize gets people to start, but the experience decides whether they enjoy it, finish it and come back. A good campaign offers both: something to win (extrinsic) and something fun, interesting or useful to do (intrinsic).

That is why WWF Denmark's "What is your spirit animal?" personality test worked so well. There was no big prize at the centre. People wanted to know which animal they were. It attracted 10,557 participants with an average engagement time of 2 minutes and 33 seconds.

Curiosity and the Reveal Moment

In a well-known review, behavioural economist George Loewenstein described curiosity as a feeling that arises when we notice a gap in our knowledge, and that we want to close. Once we know there is something we don't know, it is hard to leave it alone.

Luck games are built around that gap:

  • A scratch card hides the answer under a layer you have to remove yourself.
  • A mystery box shows a row of closed boxes, and you have to pick one to find out.
  • Spin the wheel makes you wait while it slows down.

Quizzes and personality tests use the same principle. Once you have answered three questions, you want to see your result.

What it means for marketers: keep the reveal short and satisfying. Make it clear there is something to discover, then deliver it quickly.

Variable Rewards and Anticipation

Research on the brain's reward system shows that dopamine neurons respond strongly to rewards that are better than expected, and adapt to rewards that are fully predictable. Schultz, Dayan and Montague described this "reward prediction error" in a 1997 paper in Science.

In everyday terms: an uncertain outcome is more exciting than a certain one. That is part of why a game with a chance to win feels more engaging than a fixed 10% off for everyone.

What it means for marketers: a mix of prizes keeps things interesting. A few attractive main prizes, many small ones and a consolation prize for everyone else. Rito.dk used main prizes plus a new consolation prize each day in its Christmas slot machine, and players came back to try their luck 5.6 times on average.

But be careful: the same mechanism is used in gambling. Keep marketing games free to play, with honest odds and limits on how often people can take part, and check the local rules if you are unsure.

Reciprocity: Giving Value Before Asking for Data

The sociologist Alvin Gouldner described the norm of reciprocity: the widely shared expectation that when someone gives us something, we give something back.

A plain sign-up form breaks that norm. It asks for an email and gives nothing in return. A game turns it around: first you get a fun minute, a chance to win or a personal result, then you are asked for your details. The exchange feels fair.

What it means for marketers: give first. Show the prize or the result before you ask for anything beyond what you need. Be clear about what people agree to. Andel Energi made its campaign more engaging and saw 82% of users confirm their contact information after sign-up.

Competence and Mastery: Skill Games

Remember the second need in self-determination theory: competence. People like feeling good at something, and they like seeing themselves improve.

Skill games feed that need. In a memory game, a drop game or hit the target, the score depends on how well you play. You get better with each try, and beating your own score feels good.

What it means for marketers: design for quick improvement. A game that is easy to learn but hard to master keeps people playing. Show the score clearly, and let people try again if your rules allow it.

Social Proof and Competition

The third need, relatedness, is about connection with other people. Competition and comparison tap into it:

  • A leaderboard shows where you rank, and people want to beat their friends.
  • A vote game shows what others chose.
  • A personality test result is something people like to share.

What it means for marketers: give people something to compare or share. Aalborg HÃ¥ndbold put a quiz on the big screens during an Easter match, and almost 20% of the 5,000 fans in the arena took part. Playing together in a crowd is more fun than playing alone.

Ethical Lines: Avoid Dark Patterns

The psychology that makes gamification work can also be used to manipulate. Interfaces that push people into choices they didn't intend about their personal data are often called deceptive design patterns. The European Data Protection Board has published guidelines on deceptive design patterns that are worth reading if you design sign-up and consent flows.

Good practice for gamified marketing:

  • Make consent an active choice. Let people tick the consent box themselves, and keep it visible rather than tucked away in the terms. Check the current rules in your market; in Denmark, the Consumer Ombudsman publishes guidance on forbrugerombudsmanden.dk (in Danish).
  • Honest odds and prizes. Don't show prizes that can't actually be won, and don't fake "only 2 left" messages.
  • No shaming. Avoid "No thanks, I don't like saving money" buttons.
  • Respect "no". If people close the pop-up, don't show it again on every page. In Scratcher you decide how often a pop-up shows and how many days there are between each time.
  • Limit repeat play. Decide how often each person can take part.
  • Think about your audience. Be extra careful with children and with anything that looks like gambling.

The good news: ethical gamification also performs better in the long run. People who take part because they wanted to are worth more than people who were tricked.

This article is general information, not legal advice. Rules differ between countries and change over time, so check the current rules and get legal advice before you launch a campaign.

Putting Gamification Psychology to Work

A quick checklist for your next campaign:

  1. Curiosity: is there something to discover?
  2. Reward: is there a prize, a result or something useful to learn?
  3. Autonomy: do people feel they chose to take part?
  4. Competence: is it easy to start and satisfying to finish?
  5. Connection: is there something to share or compare?
  6. Honesty: are the rules, odds and consent clear?

If you can say yes to most of these, you are on the right track. See how quizzes, personality tests and calendars build time with your brand on our brand engagement page.

See It in Action

The best way to understand why gamification works is to watch your own audience play. Start your free 14-day trial and launch a scratch card, mystery box or personality test, or book a meeting to talk through your idea with us.

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