Points Are Not Gamification: What Enterprise Software Gets Wrong About Engagement

by Asar Dhandala, Founder / Game Designer

I've spent years designing video games—systems meant to capture attention and sustain engagement for hours. When I started consulting on enterprise software, specifically B2B legal tech platforms, I expected to bring game mechanics to "boring" workflows and watch engagement metrics soar.

I was humbled almost immediately.

Legal tech, I've come to believe, is the "final boss" of gamification. If you can make contract review genuinely engaging—not just tolerable, but something professionals actually want to do—you've cracked the code that most enterprise gamification efforts never solve.

Here's what I've learned about why most attempts fail, and what actually works.

The Decoration Problem

Walk into any enterprise software pitch meeting and you'll hear the same promises: "We've gamified the experience with points, badges, and leaderboards." This is the gamification equivalent of putting a spoiler on a minivan and calling it a sports car.

Points and badges are not gamification. They're decoration.

True gamification isn't about adding game elements to non-game contexts. It's about understanding why games are engaging and applying those psychological principles to other domains. Points are the symptom of engagement in games, not the cause.

When you add points to a legal document review system, you haven't gamified anything. You've just created a counting system that lawyers will ignore while continuing to find the work tedious.

The Hidden Games Lawyers Already Play

Here's the insight that changed my approach: legal professionals are already playing games. They just don't recognise them as such.

Consider what a litigator does. They analyse an opponent's likely moves, develop counter-strategies, manage limited resources (time, evidence, attention), and operate under complex rule systems with high stakes. This is functionally identical to a strategy game.

Contract review is pattern recognition under time pressure—the same cognitive skill that makes puzzle games compelling. Due diligence is exploration and discovery, mapping unknown territory. Negotiation is social deduction, reading opponents and managing information asymmetry.

The problem isn't that legal work lacks game-like qualities. The problem is that legal software is designed as if these qualities don't exist. We build tools for completing tasks rather than tools for playing them.

Why Progress Bars Backfire

One of the most common "gamification" elements in enterprise software is the progress bar. It seems logical: show people how close they are to completion, and they'll be motivated to finish.

In practice, progress bars often have the opposite effect in professional contexts.

The issue is psychological distance. When a progress bar shows 15% completion on a document review project, it doesn't motivate—it demoralises. The professional now has a constant visual reminder of how much work remains. This is the opposite of what happens in games.

In well-designed games, progress indicators show accumulation, not remainder. You see your score going up, your character leveling, your inventory filling. The frame is positive (what you've gained) rather than negative (what's left).

This distinction matters enormously. A legal tech platform that shows "47 documents reviewed" creates a different psychological experience than one showing "47 of 312 documents reviewed." The first feels like accumulation; the second feels like an endless climb.

Intrinsic vs. Extrinsic in High-Stakes Environments

Game designers talk constantly about intrinsic versus extrinsic motivation. Intrinsic motivation comes from the activity itself—you do it because it's inherently satisfying. Extrinsic motivation comes from external rewards—you do it for points, prizes, or approval.

Games primarily generate intrinsic motivation. The points are just a way of keeping score; the actual engagement comes from the challenge, the mastery, the discovery.

Most enterprise gamification attempts rely entirely on extrinsic motivation. They add points, badges, and rewards to activities that remain intrinsically tedious. This approach has a ceiling, and it's a low one.

In high-stakes professional environments like legal work, there's an additional problem: extrinsic motivation can feel patronising. A senior attorney doesn't need a badge to feel accomplished. They need work that feels meaningful and tools that respect their expertise.

The gamification that works in enterprise contexts focuses on enhancing intrinsic motivation:

  • Mastery: Can the system help professionals feel their skills improving?
  • Autonomy: Does the user feel in control, or controlled?
  • Purpose: Is the connection between tasks and meaningful outcomes clear?
  • Flow: Does the work rhythm match human attention patterns?

Reimagining Contract Review as Puzzle Design

Let me describe what thoughtful legal tech gamification might look like through a theoretical example: contract review reimagined as puzzle gameplay.

Traditional contract review software presents documents as walls of text to be read linearly. The implicit instruction is "find problems." This is cognitively exhausting because the brain has no structure for what it's searching for.

Puzzle games work differently. They present clear objectives, constrained possibility spaces, and immediate feedback. Applying these principles to contract review might look like:

Clear Objectives: Instead of "review this contract," the system breaks work into specific challenges. "Find all indemnification clauses and verify they match template language." Now there's a hunt with a defined target.

Constrained Possibility Space: Machine learning pre-highlights likely areas of interest, not to replace human judgment but to focus it. The professional isn't searching a haystack—they're investigating flagged possibilities. This mirrors how puzzle games guide attention without solving puzzles for you.

Immediate Feedback: When a clause is reviewed, the system immediately shows how it compares to benchmarks, precedents, or risk thresholds. The professional learns something with each action, creating the rapid feedback loop that makes games engaging.

Escalating Challenge: Early contracts in a batch might be straightforward, building confidence and establishing patterns. Complex edge cases appear later, after the reviewer has warmed up. This is level design applied to legal work.

The Deeper Principle

What connects all of this is a principle that game designers understand intuitively: engagement comes from the relationship between challenge and skill.

When challenge exceeds skill, we feel anxiety. When skill exceeds challenge, we feel boredom. When they're matched, we experience what psychologist Mihaly Csikszentmihalyi called "flow"—a state of complete absorption where time seems to disappear.

Most enterprise software creates either anxiety (too much complexity, too little guidance) or boredom (repetitive tasks with no variety). It rarely creates flow.

Game designers spend their careers engineering flow states. They adjust difficulty curves, introduce variety at precise intervals, and provide feedback that helps players calibrate their performance.

This expertise is directly applicable to enterprise software—but only if we stop thinking of gamification as decoration and start thinking of it as experience design.

What Actually Works

Based on my experience bridging game design and enterprise software, here's what actually moves the needle on engagement:

  1. Respect the user's expertise: Gamification should enhance professional capability, not infantilise it. No one who passed the bar exam needs a cartoon trophy.

  2. Design for mastery, not compliance: The goal isn't to trick people into doing work. It's to make the experience of doing work more satisfying.

  3. Create feedback loops: Every action should produce meaningful information. Silence is the enemy of engagement.

  4. Vary the rhythm: Monotony is deadly. Even within repetitive tasks, introduce variety in presentation, challenge level, or context.

  5. Make progress tangible: But frame it as accumulation, not remainder. Celebrate what's done, not what's left.

  6. Support autonomy: Let users customise their experience. Control is intrinsically motivating.

  7. Connect tasks to meaning: A contract clause isn't just text—it's protection for a client, risk mitigation for a deal. Surface these connections.

The Opportunity

Legal tech represents billions of dollars in enterprise software, yet much of it still feels like it was designed by people who've never played a video game—or never thought about why people play them.

The opportunity isn't to make legal work "fun" in some trivialised sense. It's to apply decades of research into human motivation and engagement—research that game designers have been conducting through billions of hours of player behaviour—to tools that professionals use every day.

Points are not gamification. Psychology is gamification. And psychology, applied thoughtfully, can transform even contract review into something that flows.

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