It’s not hyperbole to say that many video games today increasingly resemble a job, at least in terms of time commitment required and a task completion-based progression system. In World of Warcraft, you have endless quests to complete, all with clear objectives guiding you where you need to go on the map, telling you what needs to happen next, and what reward is in store for you if you complete the quest.

You could easily spend an entire work day completing virtual quests for artificial rewards, while neglecting your real work with real reward.
Why is it that a game can hold such sway over our motivations, while the motivation to tackle a tough project can elude us?
I think it boils down to clarity. Clarity in objectives – the steps that must be done to complete the task. And clarity in reward – what’s in it for us?
In a game, these are simply design considerations to display to the user. But in our own projects – we must do the work to both lay out the steps to the plan, and articulate the reward we expect.
Of course we’re more likely to complete a task if we’ve clearly identified all the steps and order of operations. Of course we’ll be motivated to do the work if we know what’s in it for us.
But even knowing this, chances are we all have tasks and projects on our plates that could do with some of this planning. We ought to think about how we can infuse some gameplay design into our productivity systems. Take the ambiguity away and replace it with clear next steps.