Could Gamifying Your Work Week Make You Better at What You Do?
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The hosts of Squiggly Careers, Helen and Sarah, dive into the controversial idea of gamifying your work week—not as a productivity hack, but as a psychological experiment in motivation and self-awareness. Helen, who lives a deeply gamified life (tracking sleep, exercise streaks, and diet), sees gamification as a tool for autonomy and progress. Sarah, in contrast, starts from zero—she doesn’t track anything, doesn’t use streaks, and finds joy in activities without external rewards. Their debate reveals a core tension: gamification can fuel engagement by tapping into self-determination theory (autonomy, competence, connection), but it risks turning meaningful habits into performance theater—like the time Helen nearly rode a Peloton drunk to unlock a badge. The episode doesn’t push gamification as a universal fix. Instead, it reframes it as a personal design challenge: if you’re not motivated by points or badges, what would make you more capable? The answer isn’t a game—it’s intentionality. The real takeaway? Focus on consistency in what matters, not on collecting digital trophies. The episode ends not with a verdict, but with a provocation: Are you more Helen, the gamifier, or more Sarah, the skeptic who just wants to do the right thing without a scoreboard?
Gamification taps into self-determination theory by fueling autonomy, competence, and connection—but it’s not the only path to those.
If you don’t need a game to do something, you probably don’t need a game to do it—motivation is more powerful than points.
The real danger of gamification isn’t failure—it’s doing things for the wrong reasons, like riding a Peloton drunk for a badge.
Design your own game only if you’re solving a real problem: inconsistency, lack of momentum, or poor energy management.
A 'winner-learner' model—where the winner shares what worked—turns competition into collective growth.
…and 3 more takeaways available in PodZeus
Sponsor: Government Renting Changes & Aldi Nord
Introductory ads for the UK government’s new renting information sheet (due by May 31) and Aldi Nord’s affordable food deals, including Udon Noodles and Kefir for 59 cents.
The Gamification Paradox: Why Some People Love It, Others Hate It
“I don't think I gamify anything. So I couldn't come up with a single example.”
Gamification as a Tool for Self-Determination
Helen presents gamification as a way to activate autonomy, progress, and connection—core pillars of self-determination theory. Sarah counters that you don’t need gamification to achieve those things.
The Dark Side of Gamification: When the Game Becomes the Goal
“I have never behaved so weirdly. And his sort of conclusion is that sometimes I'm doing things for the wrong reasons.”
Designing Your Own Game: Rules for Intentional Gamification
They outline a framework: play alone or with others, play for two weeks, focus on one habit at a time, and reward reflection over winning. The goal is not to win, but to learn.
“I don't think it's for me. And that's the end of the podcast.”
“I have never behaved so weirdly. And his sort of conclusion is that sometimes I'm doing things for the wrong reasons.”
“The reward is I've done some things that are important to me and maybe gamifications help me but I don't need extra.”
Hosts
Sarah
person
Helen
person
Squiggly Careers
media
AmazingIF
product
Learn Like a Lobster Girl Sprint
other
Commerzbank
organization
Peloton
brand
Tim Harford
person
Wordle
media
James from Tempest 2
person
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