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Authors  
 
 
  
      Dan Keller ­ Sales Manager, Member Evolution 
 
Working in the Association and NFP industry Dan has over 25 
years’ experience in IT. Dan specialises in providing best in 
class software solutions within the Association space, utilising 
his in­depth understanding of the needs and issues faced within 
the NFP industry on a daily basis. He shares his knowledge to 
help build membership retention, engagement strategies and 
more.   
 
e: ​dank@memberevolution.com​  m: +61 421 785291  
 
 
 
 
Catherine Lever ­ Marketing and Communications, Member Evolution 
 
Catherine has completed a Bachelor of Business degree 
majoring in Marketing. She started her career with Aspedia in 
online marketing services, where she now performs the 
marketing and communications for Member Evolution focusing 
on driving online business via SEO, social media, and digital 
marketing strategies.  
 
e: ​catherinel@aspedia.net 
 
 
 
 
 
 
 
Page | 1  Gamification | Member Evolution 
 
 
Table of Contents  
 
What is Gamification? 
Why people play games? 
What makes a game fun? 
Human Focused Design vs Function Focused Design 
Putting Fun Back into your Business 
How Other Associations are using Gamification 
Understanding Core Drivers 
Meaning and Calling 
Development and Accomplishment 
Empowerment of Creativity and Feedback 
Ownership and Possession 
Social Influence and Relatedness 
Scarcity and Impatience 
Unpredictability and Curiosity 
Loss and Avoidance 
How Gamification works for an Organisation website 
What sort of internal resourcing is needed to manage gamification? 
Costs Involved 
User Journey 
How to Measure Engagement? 
Engagement vs Loyalty 
How to Measure Loyalty? 
How to Reward 
Benefits of Gamification 
Why Gamification is important from a member and staff point of view: 
Attracting Millennials (Gen Y) 
Social Interaction 
Higher and more long term Engagement 
Rise in Website Traffic 
Contact Details 
 
 
 
 
 
Page | 2  Gamification | Member Evolution 
 
What is Gamification?  
 
It’s about taking the best ideas of games and marrying it with behavioural economics to 
improve engagement. 
 
Takes all the fun & excitement of games and puts it into things you have to do! 
 
Why people play games?  
 
There is an enormous amount of psychology around the principles of gameplay such as; 
rewarding behaviour through badges or creating competition via leaderboards all whilst 
analysing people's behaviours. Once key motivators have been established, meaningful 
games can be created to influence behaviours to meet an objective. 
 
The first master of human focused design was ​the video gaming industry, which is worth 
more than $100b globally and is one of the world’s most lucrative.​ Games are designed 
to please people through having objectives such as saving the princesses or slaying the 
dragon, these are all simply targets to keep the user entertained. For the last decade games 
have been learning how to master motivation and engagement, and now we are learning from 
games which is gamification.   
What makes a game fun? 
 
It challenges you, uses creativity, enables you to hang out with friends, and ​not because it 
has points.   
 
Games have the amazing ability to; 
● build relationships 
● trust between people  
● challenge you 
● develop creative potentials  
● engage people for long periods of time 
 
Goal 
 
Imagine playing a truly addictive game, where the more time you spend on it the more 
productive you would became. Playing it all day while enjoying it and your career would be 
growing, making income, creating better relationships with family, adding value to the 
community and solving the toughest questions in the world. ­ This is what we all hope 
gamification could fulfil.  
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Human Focused Design vs Function Focused Design  
 
Yu­kai Chou is a gamification Pioneer since 2003 and an international keynote speaker and 
lecturer at Stanford University, as well we being rated a Top 3 Gamification Guru. He has 
established Octalysis: The Complete Gamification Framework which will be looked at, as well 
as the human focused design;  
 
The “human­focused­design” is optimised for the human in the system while “function­focused 
design” is purely the efficiency of a system. Most systems are designed to get the job done 
being ‘function focused’ while human focused design incorporates insecurities, feelings and 
reason as to why they do and don’t want to perform tasks, optimising motivations feelings and 
engagement.   
Putting Fun Back into your Business  
 
How Businesses are Adapting and Saving the World Literally via Game Apps 
 
There are many businesses, charities, associations and not for profits out there who have 
been using gamification techniques for years, developing new and exciting ways to engage 
with the public. Innovative ideas using gamification are being implemented across charities to 
spread awareness and even fundraise. Technology has aided these developments with the 
growing popularity of smartphones and apps.   
 
Here are a couple examples of how gamification has taken the world by surprise via an app; 
 
1. Breakthrough in AIDS Research ­ Puzzle Game Foldit ­ Research that Scientist 
couldn’t Solve  
 
The online puzzle game interface allowed users 
from all over the world to play and compete in 
solving various protein structures that fit a 
researches criteria. What's more for over 15 years 
top phD scientists were trying to decipher a crystal 
structure for one of the AIDs causing viruses.  
 
The game attracted over 240,000 players and a 
solution to the structure was found in 10 days.  
 
 
 
 
 
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2. Pain Squad Diary Game Helps patients Combat cancer through providing both 
purpose and data 
 
The app creates a fun environment for children who 
have cancer so they can record their pain on a daily 
basis. The app lets them feel involved and they 
receive encouraging real videos from members of the 
police force each time they finish a level. The game 
gave doctors the data they needed for better research 
and care, as well as giving children to fight their pains 
with purpose.  
 
How Other Associations are using Gamification 
 
Trivia Game used by The Society of Cable Telecommunications Engineers  
 
SCTC is based in the US where they are 
using a clever trivia game technique to help 
members choose which continuing education 
classes to enrol. The questions are based 
around skills along with a varying difficulty 
and a users score. The trivia game suggests 
course to help improve the members skills. 
The game allows members to find out the 
appropriate course to take based on their 
individual skill levels as well as promoting 
continuing education courses.  
Play the game ​here​.  
 
Conference App used by The Competitive Carriers Association  
 
CCA based in Washington DC is another association using 
a gamified conference app to encourage uses to participate 
and become involved within a conference. The app 
features a hunt like design badge section where attendees 
can unlock badges through performing certain tasks 
throughout the conference reflected through the app. This 
would work if an attendee visits a certain booth and 
watches a demonstration they would unlock a badge. App 
users earn badges for each action they perform posting photos, social media updates ect. 
The game encourages uses to visit booths and receive prizes for most involved.  
Page | 5  Gamification | Member Evolution 
 
 
These associations have seen the results of gamification and value it has added to increase 
engagement as well as adding value to the members learning experiences.  
 
Understanding Core Drivers  
 
Yu­kai Chou mentioned earlier, has determined the 8 core drivers of gamification called the: 
Octalysis. His theory explains how good gamification does not start with game elements 
rather from core drivers.  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Core Drives that Motivates us:  
 
1. Meaning and Calling  
 
The first core driver is meaning and calling which is all about a player believing they are 
achieving something greater than themselves or they were ‘chosen’ to achieve something. An 
example of this would be when someone devotes their time to maintaining a forum or helping 
a community such as open source projects. The same concert appears when a player 
believes they have beginner's luck, as they have been given a type of gift that others don’t 
have or they were simply lucky to get.   
 
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2. Development and Accomplishment  
 
Development and accomplishment is the second driver that represents the internal drive of 
making progress, overcoming challenges and developing skills. It’s important to add that a 
trophy or badge without a challenge is not meaningful. This core driver is also the easiest to 
design with leaderboards, badges and points.   
 
3. Empowerment of Creativity and Feedback  
 
The third driver allows the person to feel engaged via a creative process where they need to 
figure things out as well as using a variety of combinations. People like to express their 
creativity along with receiving positive reinforcement along the way by feedback and other 
forms of expression.   
4. Ownership and Possession  
 
The ownership and possession driver relates to keeping the user motivated through allowing 
them to own something. This also relates to the need to improve, protect and to gain more 
such as learning math or accumulating wealth. It also leads to virtual goods within systems, 
for example if a person takes time to design and choose a profile or avatar they automatically 
feel ownership towards it. It is the driver that makes collecting points, stamps ov even puzzle 
pieces fun.   
5. Social Influence and Relatedness  
 
The fifth driver is all about social influence and relatedness focusing on elements such as; 
social responses, mentorship, acceptance, companionship as well as competition and envy. 
When you see a friend or family member that is good at something it makes you want to 
improve your own skills. The driver also draws people, places or related events closer to you. 
If a product or ad you see reminds you of childhood or another memory it increases the odds 
of you purchasing the item. This is a well studied subject and companies are now focusing 
their advertising and social media strategies on.   
6. Scarcity and Impatience   
 
The driver creating something that you want but you can’t have it. Games have this when you 
unlock something to get to the next level you have to wait a certain amount of time before you 
can resume playing, this is a great way to motivate people and keep them wanting to come 
back. Facebook used this theory when they first released it only allowing Harvard students to 
play then opening up to other colleges and finally to everyone, encouraging more people to 
sign up where they couldn't have previously. 
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7. Unpredictability and Curiosity  
 
This next driver harnesses the need to find out what will happen next. If you don’t know what 
will happen next your brain has been engaged and you tend to think about it more often. This 
is the core reason why people watch movies, tv series and even read books. The driver is 
also behind the gambling addiction. Other sweepstakes or lottery programs use this core 
driver to engage people as it is the unpredictability and curiosity of winning or gaining 
something.   
8. Loss and Avoidance  
 
The loss and avoidance driver is based on avoiding something negative occurring. This could 
be to avoid losing previous work or everything you did up to a point was useless because you 
are now quitting. An opportunity that may be fading away has a strong sense of utilisation as 
people feel like if they don’t act immediately they will lose the opportunity to act on it forever.  
 
 
   
White Hat & Black Hat  
 
Another theory with the Octalysis is that it 
is divided into two sections; the top section 
being white hat and the bottom classed as 
black hat, meaning the white section has a 
more positive effect while the black uses 
more negative drivers or motivations. 
 
The white section makes a person feel 
creative, successful and powerful, while the 
black hat motivates you through the fear of 
losing something or something you don’t 
have leaving a bad taste in your mouth.   
How Gamification works for an Organisation website 
  
We have compiled a few ​common questions​ that have come up during a previous member 
engagement webinar introducing gamification and these include; 
 
● Does it require extra resources?  
● What are the costs involved?  
Page | 8  Gamification | Member Evolution 
 
● Does it require a lot of internal resources to manage successfully?  
 
How to Implement  
What sort of internal resourcing is needed to manage gamification?  
 
There is a few decisions that need to be made to in order to effectively manage gamification.  
 
1. Goals need to be set­ what journey do you want to take people on, what do you 
want to achieve  
2. Construct a point scoring and reward methodology  
3. Use as much automation as possible  
4. determine what reports are needed to measure goal achievement  
5. Do you want to use software as a service (SaaS) which is entirely cloud based 
without the need for custom software or hardware, access from internet 
connected device.  
 
No extra internal resources are needed if your gamification processes are mostly automated, 
as well as minimal management requirements when your processes are in place such as 
rewards systems. The software is designed to track users and depending on when they reach 
a new level the system will automatically boost them up to the next level. Leaderboards and 
rewards should all be automated and the management would only need to oversee the 
system is correct and ‘​Joe​’ is in fact the true leader, as well as some other minor approvals 
that would need human approval. All tracking can be done from within the CRM and staff 
members can view reports at any stage, which will appear in real time with the most up to 
date and accurate data.   
 
However, a lot of planning and testing of the system would be needed at the initial stages to 
ensure it is all working correctly and as expected before the system is available to your 
members.  
Costs Involved  
 
Having a gamified website is not free, as the software needs to be designed and configured 
and this depends on any additional customisation requirements needed. There are initial 
costs to configure and set­up depending on the software but there should be no on­going 
costs. 
 
 
 
 
 
 
Page | 9  Gamification | Member Evolution 
 
What is Important to know with Gamification?  
User Journey   
 
The user journey is an important step in the gamification process and this is essentially how 
both members, non­members, sponsors, board members and staff navigate around the 
website. A user friendly website navigation allows the user to easily find what they are after 
and directs them on a logical direction. This is an important basis to have before layering the 
game techniques on top. If users are having trouble finding events, news stories or other 
critical information on your site chances are they will also have trouble with gamification 
elements.  
How to Measure Engagement?  
 
There are a number of different ways to measure engagement and interactions and these 
should be aligned with your goals and what you want to achieve. A few ways to measure 
engagement are;  
● page views per website visit  
● time spent on site  
● depth of website visit  
● social media sharing  
● type of user (member, sponsor, web visitor)  
● event & educational attendance both online and in person  
● participation on the site (commenting on news, asking/answering Q&A, input in 
collaboration hubs ect)  
● conversions (spend/ other outcome)   
Engagement vs Loyalty  
 
Loyal customers or members are those who are repeat clients of an association, those who 
refer others to the organisation, and give good reviews and testimonials on surveys and other 
customer satisfaction tools. Businesses understand that customers value quality products and 
services and customer satisfaction generates customer loyalty, repeat business and 
profitability. It’s no surprise that it costs an organisation more to gain new members rather 
than retaining existing ones..  
 
How loyal are your members to the organisation?  
How to Measure Loyalty?  
 
Loyal members generate content on your organisation's website whether that be via 
submitting a news story, article or award. Members can be encouraged to perform these 
Page | 10  Gamification | Member Evolution 
 
action for points in return. These actions need to be encouraged via points. Loyal members 
need to be considered in your gamification measurement strategy.  
How to Reward  
 
There are a number of ways you can reward members who are contributing to your website 
regularly and being engaged, and reaching your goals. A few of the more obvious ideas would 
include leaderboards, awards, point system, prizes, leveling system, and badges. However 
you can do more with these you could assign badges to a business or persons listing in a 
directory or present the award at a real event or networking function. This way you can 
recognise and reward those in a more public event giving another reason for others to 
become involved so others can look up to them as an industry expert and website contributor.  
 
Other ideas could include; 
● early access to program registration  
● VIP seating at events 
● invitation to special events 
● life member badges 
● accreditation or honorary recognition  
Benefits of Gamification 
Why Gamification is important from a member and staff point of view:  
 
Benefit   Staff   Member  
Attracts Gen Y      
Rewards participation      
Improved management and segmentation of users     
User wants to feel important/ loved/ loyal      
Build value ​­ cheaper than other alternatives eg. giving 
discounts or freebies  
   
Improved collaboration      
Interactive education programs      
Increased website traffic      
Page | 11  Gamification | Member Evolution 
 
  
Research and findings demonstrate the huge number of benefits associate with using 
gamification.  
Attracting Millennials (Gen Y) 
 
One of those findings is the challenge of keeping Gen Y involved, learning and engaged. 
Gamification could be the answer to attracting Gen Y as well as getting them engaged as 
younger people use their mobiles and play games all the time, making them accessible but 
less loyal as they are used to searching and checking online for better offers. ​After all, 
millennials are the future of associations and are you prepared for them?  
Social Interaction  
 
Social interaction and connection is a big part of people's lives and playing games provided 
reasons for family and friends to get together. Social networks have now become today’s 
gathering places, and it is important to make sure there are places on your website that allow 
for social interaction and connection such as collaboration hubs. Creating a place that uses 
gamification and social connection is critical to enhance conversation where top point earners 
would create a little competition between members providing a place where members can 
share ideas, blogs, stories and talk.  
 
Other Social Features:  
 
● user profiles 
● friends lists  
● system alerts  
● badge compatibility matching 
● community created challenges   
 
Higher and more long term Engagement  
 
A US research report shared by ​Gallup​ found organisations who deploy elements of 
gamification to their website saw a higher number of engaged employees. If members want to 
appear in a leaderboard chances are they will continue to participate which becomes a habit 
as they begin to visit the site on a daily basis and chances are they will stick around for the 
long­term and become engaged and vested in discussions.   
 
Page | 12  Gamification | Member Evolution 
 
 
Rise in Website Traffic  
 
M2 Research​ found that gamification lead to a 100% ­ 150% increase in engagement metrics 
including page views, community activities and the time spent on the site. This is definitely a 
great benefit as the longer people stay on your site the more they are becoming engaged and 
interacting on the site leading to more happy members.  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Page | 13  Gamification | Member Evolution 
 
Contact Details  
 
Aspedia Australia   
Corporate Headquarters 
Brisbane Technology Park 
Suite 1, 1 Clunies Ross Court 
Eight Mile Plains  QLD   4113 
Int: +61 7 3188 7000 
Au: 1800 677 656 
info@memberevolution.com 
 
For further information please visit: 
www.aspedia.net 
www.intuital.com 
www.memberevolution.com 
 
 
 
 
© 2013­2015 Aspedia Australia Pty Ltd.  All rights reserved. This publication may not be reproduced or 
distributed in any form without Aspedia’s prior written permission. If you are authorised to access this 
publication, your use of it is subject to the Usage Guidelines as published by Aspedia and posted on 
www.aspedia.net​. 
INTELLECTUAL PROPERTY DISCLAIMER 
THE INFORMATION CONTAINED IN THIS PUBLICATION HAS BEEN OBTAINED FROM SOURCES 
BELIEVED TO BE RELIABLE. IT IS PROVIDED FOR INFORMATIONAL PURPOSES ONLY AND IS 
PROVIDED “AS IS” WITH NO WARRANTIES WHATSOEVER INCLUDING ANY WARRANTY OF 
MERCHANTABILITY, FITNESS FOR ANY PARTICULAR PURPOSE, OR ANY WARRANTY OTHERWISE 
ARISING OUT OF ITS USE. 
ASPEDIA DISCLAIMS ALL WARRANTIES TO THE ACCURACY, COMPLETENESS OR ADEQUACY OF 
SUCH INFORMATION AND SHALL HAVE NO LIABILITY FOR ERRORS, OMISSIONS OR 
INADEQUACIES IN SUCH INFORMATION.  THIS PUBLICATION CONSISTS OF THE OPINIONS OF 
ASPEDIA AND SHOULD NOT BE CONSTRUED AS STATEMENT OF FACT.  THE OPINIONS 
EXPRESSED HEREIN ARE SUBJECT TO CHANGE WITHOUT NOTICE 
Page | 14  Gamification | Member Evolution 
 

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