Gamification: The Intersection between Behavior Analysis and Game Design Technologies.
Sprinkle game elements—points, levels, instant feedback—into your current ABA plan to lift motivation without touching the evidence base.
01Research in Context
What this study did
Schroeder et al. (2014) wrote a think-piece, not an experiment.
They asked: what if we borrow the fun parts of video games—points, levels, badges, instant feedback—and drop them into ABA sessions?
The goal was to make therapy feel less like work and more like play while keeping the science intact.
What they found
The paper does not give data.
Instead it maps how game mechanics line up with basic behavioral principles: reinforcement, schedules, motivation.
The authors claim that even small touches—like a 5-point counter on the table—can spike client engagement without hurting treatment fidelity.
How this fits with other research
Hansen et al. (1989) already proved the idea works. They used an early "game," the Good Behavior Game, to cut disruptive behavior in high-school classes. Their data show points and teams can change real behavior, not just make kids smile.
Taylor et al. (2019) and Allen et al. (2024) push the same engagement message but swap game pieces for relationship skills. Taylor says warm caregiver rapport keeps families in treatment. Allen adds neurodiversity-friendly language and assent checks. Different tools, same target: stay socially valid.
Vollmer et al. (2025) closes the loop. A decade after the gamification paper, they remind us that social validity must be measured again and again. Games can hook clients, but you still need to ask, "Do you still like this?" every month.
Why it matters
You do not need a console or an app. Add a visible point tracker, hand out mini-tokens, or let the learner level up to a preferred game at the end. These micro-games can sit on top of DTT, BST, or FCT without breaking the procedure. Try one element next session and take a quick happiness poll—five minutes to set up, lifetime of buy-in if it clicks.
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02At a glance
03Original abstract
Deterding et al. (Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, USA 15: 9-15, 2011) report a recent rise in popularity of video game inspired software designed to address issues in a variety of areas, including health, energy conservation, education, and business. These applications have been based on the concept of gamification, which involves a process by which nongame activities are designed to be more like a game. We provide examples of how gamification has been used to increase health-related behavior, energy consumption, academic performance, and other socially-significant behavior. We argue that behavior analytic research and practice stands to benefit from incorporating successful elements of game design. Lastly, we provide suggestions for behavior analysts regarding applied and basic research related to gamification.
The Behavior analyst, 2014 · doi:10.1016/j.beproc.2011.08.003