From: gregisenberg
The concept of viewing life as a game allows for the application of gamification to almost any aspect of daily life [00:11:46]. This approach can increase engagement and motivation for otherwise mundane or challenging tasks [00:11:46].
Applications of Gamification
Employee Engagement
A practical application of gamification involves employee engagement [00:12:00]. An employee engagement tool like “15Five” can be used to track performance and reward timely completion of tasks [00:12:00].
Examples of incentives include:
- Receiving a small amount of cryptocurrency, such as a dollar or two in Solana, for filling out weekly reports on time [00:12:06].
- Getting a high rating from a colleague [00:12:11].
- Completing all deadlines in project management tools like Jira [00:12:16].
Many actions are trackable via APIs, enabling the creation of leaderboards to show who is completing the most tasks or who might be falling behind [00:12:17]. This system can even provide grounds for promotion decisions or staffing adjustments [00:12:27]. One implementation saw a 77% increase in engagement with these tools [00:12:31].
Household Chores and Personal Habits
The potential for gamification extends to personal and household tasks.
- Vacuuming with AR: An Apple Vision Pro demo showed a user vacuuming while collecting virtual coins, similar to playing a Mario game [00:12:47]. This could be applied to rewarding children for chores based on the number of coins they collect [00:13:02].
- Spousal Tasks: Everyday tasks, like taking out the trash, can be gamified with micro-rewards, which don’t necessarily have to be monetary [00:13:30]. Rewards could even come in the form of virtual coins from favorite stores, such as an Amazon coin [00:13:46].
Product Design and Market Opportunity
The effectiveness of gamification relies heavily on good product design that evokes a positive “feel” [00:15:05]. This is akin to the difference in sound when closing a car door on a Rolls-Royce versus a Honda Civic, or the automatic safety features in a Volvo [00:15:09].
While the market for spatial computing devices like the Apple Vision Pro is currently small (e.g., 500,000 units in the first 12 months) [00:14:09], it presents an early opportunity to gain experience [00:14:27]. The increased effectiveness of developers (4 to 8 times more effective) with AI co-pilots means much of this gamification software can be built more efficiently, provided there is a clear vision and “taste” in design [00:14:41].