Gamification appears to be ever-more prevalent by the day. This, of course, comes as no surprise considering the associated positive effects (of which the most commonly cited include increased user/employee engagement, better social interactions and greater productivity). The below article by Jim Pugh (Huffington Post) provides a brief overview of the core elements of gamification – it’s a nice and concise read, and a good place to start for those looking to gamify.
Jim’s mention of surprise [in gamification] is fairly reminiscent of the ‘variable reward’ concept in Nir Eyal’s Hook Cycle model. The idea being that variability in reward schedules causes greater peaks in dopamine oscillations (yes, I’m sorry I mentioned the frankly overused D-word). While this is typically analogised to gambling (slot-machines, lotteries, etc.), it can go some way in explaining why people engage so frequently with social media.

/Passle/53d0c8edb00e7e0540c9b34b/MediaLibrary/Images/2026-10-14-09-22-13-024-6acf49c5944aac193a981bb9.jpg)
/Passle/53d0c8edb00e7e0540c9b34b/MediaLibrary/Images/2026-11-04-17-10-44-050-6aeb6714ba0bff4af3658ce7.jpg)
/Passle/53d0c8edb00e7e0540c9b34b/MediaLibrary/Images/2026-11-03-15-11-15-803-6ae9f9939223331c13f47fc7.png)
/Passle/53d0c8edb00e7e0540c9b34b/MediaLibrary/Images/2026-10-27-11-04-12-699-6ae0852c821c27f27de73832.png)
/Passle/53d0c8edb00e7e0540c9b34b/MediaLibrary/Images/2026-10-26-12-33-21-580-6adf489140768d6fb37c66a6.jpg)