Gamification Nation: The Power of Score-keeping

I solved this morning’s Wordle puzzle in three guesses…

…and my streak lives on. 58 days and counting 🥳

Wordle is a game where you get six tries to guess a five-letter word.

With each guess, the puzzle gives you feedback.

It reveals if a letter you guessed is in the right place, in the word but not in the right place, or not in the word at all.

In the example below, I guessed “FEAST.” “T” is in the right spot. “E” is in the word, but not in the second spot. And “F,” “A” and “S” are not in the word.

You can try and solve it on the New York Times website here. Today’s puzzle is the Times’ 1,000th Wordle. You also can find countless Wordle knock-offs online if you search for them.

I began playing Wordle a few months ago. Since mid-January, I’ve solved the Wordle puzzle every day.

Why? Because it’s fun, and…

…I want to keep my streak alive!

Also, I want to improve my guess distribution. My goal each day is to solve the Wordle in three guesses or fewer. I’ve done that 22 times. I’m motivated to do better.

And that’s the genius of the Wordle scorecard.

Word-iacs call this “gamification.”

Scorekeeping motivates humans to keep going, to establish a habit, to strive for more.

And gamification is not just for online games.

Duolingo uses gamification elements like points (XP), levels, and daily streaks to motivate users to continue their language learning journey.

Zappos has integrated gamification in its loyalty program by offering points for writing reviews and participating in community Q&As, along with the traditional points for purchases. This encourages more interaction with the site and builds a community around the brand.

Fitbit devices use gamification by tracking steps, distance, and calories burned, setting daily goals, and awarding badges for achievements.

In 2014, David Sedaris wrote a hilarious article about his newfound obsession to walk 15,000+ steps a day.

One day, while traveling with his husband, Hugh, David returned to the hotel and discovered he’d logged only 12,000 steps. He left the hotel to walk another 3,000 steps.

“But why?” Hugh asked when I told him about it. “Why isn’t twelve thousand enough?”

“Because,” I told him, “my Fitbit thinks I can do better.”

When I launch Club Storyville — my new membership community and learning center — later this month, I’m going to weave in gamification. Earn points when someone likes your post/comment. Rise to new “Levels” as you accumulate points. Climb the leaderboard. Earn rewards.

That’s good for you — because the more you earn, the more you learn and connect (that’s what Club Storyville is about). And the more you learn and connect, the more you profit.

Club Storyville will open in less than th

Don't go away yet..

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Tom Ruwitch

Tom Ruwitch is the founder and CEO of Story Power Marketing. For more than 30 years, he has helped businesses grow by delivering powerful stories using a variety of different media.