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Well-known CRM analyst and thought leader, Denis has made contributions to our thinking about cloud computing, CRM, social media, analytics and mobility. He runs the Beagle Research Group, LLC and is the author of "Solve for the Customer", "You Can't Buy Customer Loyalty, But You Can Earn It", and recently, "The Age of Sustainability". He frequently contributes to this and other outlets. Check out, and

2 responses to “Gartner Gamification Report Offers Good and Not-So-Good Points”

  1. Sharon Boller (@Sharon_Boller)

    The focus of the article appears to be on gamification of marketing strategies but what about gamification of learning? My company gets lots of queries now about helping people gamify their learning experiences…and the requesters typically want to focus on adding badges, points, and leaderboards. These are not bad strategies…but they may not align well (by themselves) with the skills being taught for use on the job. They may not be the right design elements for the problem the client wants to solve.

    Gartner’s assertion that 80% of gamification initiatives will fail because of bad design isn’t unique to gamification. I think 80% of initiatives done in the name of business improvement – or learning results – fail because of bad design. This isn’t a new phenomena. Bad design is bad design and it happens all the time. There’s bad website design, bad mobile design, bad learning design, and bad game design. People jump on a band wagon and completely under-estimate the skill required to do something well. Gamification is the most recent victim of this.

    This frustrates me because I believe a well-designed learning game is one of the most effective tools we have for affecting behavior change. The key word: “well-designed.”

  2. 5 erreurs à éviter en Gamification | My Serious Game

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