gamification – Is there a list of game elements that have neutral impact of trustworthiness?

In the article Gamification – A good idea for a serious topic like financial services?, the author says:

Although gamification is one of the most powerful methods of motivating people and can have very successful results, a delicate balance needs to be found between making the user flow fun and engaging, while avoiding at the same time to resemble too strongly a real game, as this would probably have a negative impact on the trustworthiness of the financial services company (finances are still a serious business) and could also have negative impacts on the financials of the customer. Unlike in a game, the products and services of a financial services company have no reset button or no reincarnation possibilities. This means privacy, security, risk, and compliance should still be the first concern and priority of a financial services company. Furthermore a too strong usage of gamification techniques can also encourage unintended behaviors and lead to a bad customer experience, e.g. when the customer starts comparing his “game performance” with others.

In another article, When is Gamification in Education Not a Good Idea?:

Some topics are more complicated and harder to address than others in the classroom. Issues that tend to spark a lot of confusion and anxiety, like racial issues, inequality, and human rights are difficult and often even awkward to tackle.(…) Some topics deserve a certain level of seriousness, and in these cases, gamification would indicate a lack of respect. When discussing sensitive issues, gamification can appear to trivialize the topic or make it out to be less important, sparking outrage from parents and communities. If you think that the topic in question is likely to be sensitive, avoid anything that would trivialize it.

I wonder if there exist a list of game elements that are neutral to sensitive issues? Or a list of elements that are negative to sensitive issues?

progress – In terms of levels and gamification what would be the best option between infinite points and scaled levels?

Infinite points or Scaled levels

I’m wondering what would be the best option UX-wise in terms of user levels and gamification for a contribution app :

Are the users more sensible about a goal that would not be visible (like in Stack exchange, there is no final level, only points till’ infinity) or are they more sensible about achieving levels over levels?

I would say that the first option, Infinite points would be simpler to implement and would be understandable for everyone.

But I’m concerned about this “getting rewards on a regular basis” option Scaled levels.

What would be your point on an issue like this one, UX-wise?

Is gamification to encourage increased end user awareness of company security policy a good idea?

I am a member of the IT security team of a large organization in the financial services industry. I have been with my employer for about 7 years, and am well respected, often serving in advisory capacity to management. Recently we started a peer security champions program for which I am a member to aid other employees in secure practices and promote security awareness.

While all employees are required to acknowledge security policies annually, it seems that employees either dont bother reading the policy or understand its importance so it’s only acknowledged on paper. For example, many questions the security champions team gets are addressed in policy and cover common requirements such as when encryption is required or processes to follow when traveling with company computing equipment. The folks that asked these questions have been with company for many years and our policy averages only about 2 – 3 pages, so I dont think neither lack of experience nor unreasonable requirements are at fault.

Previously, I asked a question about whether security policy acknowledgement should be tailored based on user job roles, and based on feedback, we customize end user security training modules.Results have been positive. To help increase employee awareness, we are thinking of using principles of gamification, such as awarding points to employees who perhaps can answer quiz questions correctly, and allowing trades for small prizes when points accumulate to a certain level.

Is gamification for the problem in the second paragraph a good idea?

Animation and Gamification – User Experience Stack Exchange

I try to add some animations to my application that are aimed at adolescents, especially animations that increase user interaction.

Much like Twitter has introduced the heart animation. It's almost addictive. Are there statistics on how the animation looks compared to no animation? I suppose it surpassed what they had before.

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Another problem I'm struggling with is the suggestion for this kind of animation. Are there any examples of simple, very responsive and playful animations that really work?

I would like to know if you have experience with it and if you have a resource that you find helpful. I would appreciate feedback!

Gamification – Is a Points & Level-Up System Without Community Effective?

This depends on the type of user being motivated.

There are four broad application possibilities in gamification theory:

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If your target audience consists mainly of service providers, a leaderboard can be useful. If you have more socializers who are more interested in cooperation than in competition, you may not need a leaderboard.

If you want your app to work in single-user settings, add more features that are of interest to researchers.

For example, TripAdvisor suggests that as you add more restaurant ratings, you unlock the next level (or something like that – they never seem to show you more information as a reward or anything).