‘Hooked’ thinking and gamification
So, how can training content compete with social media platforms when it comes to claiming a stake on our attention? The answer is: in much the same way that Facebook, Instagram or Snap Chat use a series of well-designed, addictive hooks and triggers to keep you coming back like a junkie in need of a fix. The secrets to the success of these platforms are outlined in the book ‘Hooked’ by Nir Eyal
Hooked is a must read for anyone involved in the creative or IT industries; it’s the quintessential guide to creating habit-forming products, and focuses on capitalising on users’ existing internal triggers by firing off external triggers at opportune moments. The book also stipulates the importance of rewarding users through use of the following reward types:
- Rewards of the tribe
- Rewards of the hunt, and
- Rewards of the self.
These reward types lend themselves to online training through gamification perfectly!
Gamification
The application of typical elements of game play (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.
At The Learning Hook, we’re big advocates of gamification that amplifies these 3 reward types in online training. When executed deftly, these ‘Hooked’ devices make for a training experience that can influence habit formation, whether it be ongoing training, or as part of a learning campaign. The three reward types are articulated in the context of gamification learning in the following ways…