Apply Presentation International Positive Psychology Association 7th IPPA World Congress 2021

Leveling up wellbeing: the science of gamifying engagement (#52)

Scott K Crabtree 1
  1. Happy Brain Science, Portland, OR, United States

To help people apply positive psychology and improve their wellbeing, we must be able to engage them. Engaging people in a world of distraction is easier said than done. Fortunately, science suggests solutions.

2.7 billion video game players spend over 90 billion US dollars every year worldwide! How do video game developers do such a masterful job of engaging people? Empirical research provides answers. Learn how to "gamify" your work so people have more fun, benefit more, and see you and your organization as highly engaging.

We will explore:

  • How self-determination theory is skillfully applied by game designers to keep players engaged.
  • Ways your work can engage people just like a great video game with Autonomy, Relatedness, Mastery, and Surprise
  • Why giving people “buy-in or why-in” is so compelling to getting the work done.
  • What game developers know about mastery and why you should also be “rubber-banding” to engage individuals and groups.

Learn the science that game developers use–and the practical steps you can take–to boost engagement and wellbeing. After this session, you’ll do a better job of engaging people whether you are leading an in-person or virtual workshop, developing software, or writing a social media post.

This session will practice what it preaches; this session IS a game! You won’t just learn about the gamification of engagement, you’ll experience it firsthand. Attend this session and leave with points, prizes, practical takeaways, and a smile on your face.

  1. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Ryan, Richard M.; Deci, Edward L. American Psychologist, Vol 55(1), Jan 2000, 68-78. http://dx.doi.org/10.1037/0003-066X.55.1.68
  2. Achievement Goals and Intrinsic Motivation: A Meta-Analytic Review. Laird J. Rawsthorne and Andrew J. Elliot, Personality and Social Psychology Review, 1999, Vol. 3, No. 4, 326-344. http://psr.sagepub.com/content/3/4/326.abstract
  3. Warriors Versus Worriers: The Role of COMT Gene Variants. Dan J. Stein, Timothy K. Newman, Jonathan Savitz and Rajkumar Ramesar. CNS Spectrums / Volume 11 / Issue 10 / October 2006, pp 745- 748. Copyright © Cambridge University Press 2006. DOI: http://dx.doi.org/10.1017/S1092852900014863 http://journals.cambridge.org/action/displayAbstract?fromPage=online&aid=8884660&fileId=S1092852900014863
  4. Combining motivational and volitional interventions to promote exercise participation: Protection motivation theory and implementation intentions. Milne, S. Orbell, S. Sheeran, P. British Journal of Health Psychology, 2002, 7, 163-184. http://www.ncbi.nlm.nih.gov/pubmed/14596707
  5. Rigby, S., & Ryan, R. M. (2011). Glued to games: How video games draw us in and hold us spellbound. Santa Barbara, Calif: ABC-CLIO.
  6. The need to belong: Desire for interpersonal attachments as a fundamental human motivation. Baumeister, Roy F.; Leary, Mark R. Psychological Bulletin, Vol 117(3), May 1995, 497-529. http://dx.doi.org/10.1037/0033-2909.117.3.497
  7. Optimal experience in work and leisure. Csikszentmihalyi, Mihaly; LeFevre, Judith. Journal of Personality and Social Psychology, Vol 56(5), May 1989, 815-822. http://dx.doi.org/10.1037/0022-3514.56.5.815
  • Keywords: Achievement, Business and Organizations, Flow, Leadership/Management, Motivation
  • Select your presentation sub-category: How-to-trainings