This post is a summary of the Engagement Economy ("the future of massively scaled collaboration and participation") research by Jane McGonigal. The 21-page paper dates from September 2008, but I feel the research is very timely for anyone introducing new systems. As Jane says:Organisations...may benefit greatly from looking to the online "fun engineers" for lessons in how to drive meaningful, passionate engagement with... increasingly crowd-dependent projects
The paper begins with an example of a major collaborative site (Cambrian House - commercial crowd sourced business development) which failed as users were happy to look and rate but did not participate, leaving the "work" to the site founders. The site had attention but not engagement.Increasingly companies hope to reap the rewards of collaborative working (internal wikis, social networks for employees) - aiming to create a large scale community, collectively producing data, ideas or content. The value of the output is entirely dependent on the quality and quantity of the contributions.
The main obstacle is whether this is a sustainable model - if people belong to multiple networks where do they contribute most? and recognise that people are not an infinite resources. Not all collaborative projects can thrive, so we need to "optimise participation bandwidth".
They identify three key elements to be successful in this "Engagement Economy":
1. Create Emotional Incentives
Financial incentives don't work, you want a passionate crowd - positive emotions are the reward. You should design 'feel good' tasks that can be accomplished quickly and easily (training is all well and good, but making it simpler is a better first step).
You should aim to:
- make them feel smart
- exercise some unused mental capacities - let them 'make a mark'
- the pleasure of changing something in the world - have a 'desire to do a good thing'
- create a love of the project "if we all work together we can achieve this goal"
In any communitiy there is no typical user - consider what the participant wants, and how much they are willing to contribute.
There are usually a few wildly active participants (top) and a large group, barely active (bottom). You should capitalise on this - give ambitious tasks to top users and one-off or micro-tasks to the bottom. This is your pyramid, the base of the pyramid supports the top.
"Triggers" (such as an email) can explicitly prompt a bottom participant to do something - this is likely the only way to get those users to engage.
3. Build in Fun Mechanics and Create Meaningful Work to Extend the Life cycle of Participation
By 'fun' we mean self-imposed work. Engagement like this requires "flow" (a positive emotional state) which you achieve with immediate feedback, a clear sense of objectives and failure states, and a challenge level that is not too easy or too hard. Typically "levelling" (reward users with new status or powers) maintains this kind of engagement. Anyone who puts in enough effort can rise to the top of the pyramid, breaking the authority view of top jobs having the top status.
There must always be work available to allow leveling (avoid nothing-to-do syndrome), as soon as a project is boring the users will probably go and participate in something else. Leveling is now a tool in use well outside the gaming arena.
What does an organisation need to do?
Hire: Researchers and Interactive designers with backgrounds in online gaming and playful social network design. The strategic input of an engagement engineer ("fun engineer") either permanantly or as a consultant to ensure resources are being invested in projects with a high likelihood of engagement.
Management: Set reasonable internal expectations for participation levels. Be aware that their members are probably already involved in external communities which probably provide better emotional payoffs than their job. Find out what they get from these communities to provide lessons on introducing fun flows into the organisation's primary business practices.
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I think the reason this paper struck such a chord with me is that "engagement engineering" is something I've been drawn towards for a while but hadn't had the theory or vocabulary to talk about. Although not always applicable to more mundane projects I think it provides an alternate perspective to consider when planning internal services, which can only be for the better.


