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  1. This review is about the Gamification by Design book wriettn by Gabe Zichermann and Christopher Cunningham. This book is intended to be a template to follow when integrating game mechanics into any kind of consumer based website or mobile app. Before opening the reading I thought to myself, “what relevance does this book have in a wellness management career?” “Where am I ever going to use this material?” I was closed minded from the beginning, thinking this was going to be a pointless read. Although a lot of it is about online games and coding, there is some material that can be applied to wellness management. Overall, I thought the authors of the book did a good job relating game mechanics to real life situations. First, I think it would be appropriate to define Gamification in order to develop a basic understanding of how Gamification can be applied in a Wellness Management career. Zichermann and Cunningham define Gamification as “the process of game thinking and game mechanics to engage users to solve problems.” They then go on to say that the process of Gamification is very powerful and flexible. Meaning that it can be applied to any problem that can be solved through influencing peoples behaviors and motivation. “By turning the experience into a game, including having reward and recognition, we can produce behavior change.” Overall, the term Gamification can be applied to wellness management. When developing Wellness incentives, events and activities in a workplace it is important to consider focusing it around game mechanics because it will help increase participation and engagement and ultimately behavior change among the employees. SAPS. This acronym stands for status, access, power and stuff. In general, it is a system of rewards. Myself being primarily interested in workplace wellness, this system could be an important part of my wellness management program. Giving high status to employees that engage in health and wellness activities can be a great motivator and incentive to themselves and others. An access or power reward could include a dinner with the CEO of the company. Stuff is the last piece of the puzzle in the system because it should be your last resort. Stuff can be a strong incentive but for the most part it is the least important prize and reward. Once the item is given away, the incentive to play is finished. “Stuff” does include cash, which is thought to be the ultimate reward. But evidence shows, that unless you have large sums of cash to give away, there is little motivation to receive it. Overall, when developing a rewards system for a workplace wellness program, its important to have catchy incentives that are cost effect and affordable. Focusing on SAPS will help increase participation and engagement in your program along with staying in your budget. Although the Gamification by Design book for the most part is not related to a wellness management career, there are a few aspects of Gamification that can be applied in a wellness program. I would recommend this book to an individual that is interested in creating an app or game. It wasn’t the most exciting read, but I found the information presented to be new and creative. Zichermann, G., & Cunningham, C. (2011). Gamification by Design (first ed., pp. ix-169). Canada, Canada: O’Reilly.

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