Gamification, that delightful blend of game mechanics in non-game contexts, has become the buzzword of the day, popping up everywhere from classrooms to corporate offices. But let’s face it—not all gamification is created equal. On one hand, we have “shallow gamification,” affectionately referred to as BLAP (badges, leaderboards, achievements, and points), which excels at grabbing attention and giving us those quick dopamine hits. Fun? Sure. But let’s not pretend that collecting badges is going to lead to deep learning or lasting change. On the other hand, we have “deep gamification,” which digs into more meaningful motivators like mastery, autonomy, storytelling, and challenge. This approach can turn mundane tasks into engaging, fulfilling experiences. Think of it as the difference between playing a simple arcade game and immersing yourself in a rich role-playing saga. While the former provides instant gratification, the latter offers a rewarding journey toward skill and understanding. The trick is finding that perfect blend of the two—a gamification Goldilocks zone. Shallow gamification’s quick rewards can spark initial interest, while deeper mechanisms keep users hooked by offering rich, meaningful engagement. But beware: lean too hard on the BLAP side, and you risk trivializing important tasks. Go too deep too soon, and users may feel overwhelmed and disengaged. This paper dives into the playful yet complex world of gamification, exploring how we can blend shallow and deep approaches to create experiences that are both fun and profoundly impactful.
Lars Konzack (b. 1969) is an associate professor in Information Studies at the University of Copenhagen’s Department of Communication. He holds an MA in Information Science and a Ph.D. in educational games from Aarhus University. A co-founder of the DADIU game development academy, his research interests include gamification, ludology, imaginary worlds, and digital culture. Konzack has authored essays on educational games, role-playing games, video games, and geek culture. He led the AGAVE project, focused on gamifying industrial processes, funded by Innovation Fund Denmark.