I have been reading a lot lately about some polarized individual
differences in motivation. This is one
that fascinates me, and is directly relevant to my work on motivation and
gamification.
Some people are motivated by completion. They feel a great sense of ability and
accomplishment when they successfully complete something. Success doesn’t necessarily mean perfection,
although it can for some people in this group.
But there is a categorical difference between being done and not being
done, however that is defined. These
people are not nearly as affected by how far they have come as they are with
how much is left. Having a lot left is
demotivating because the expectation of completion is far away. But when they get really close you see a jump
in motivation because just a little more effort and they get the huge rush of
completion. Marathon runners often fall
into this category. Many runners (but
not all, so don’t assume I mean you) are just as bored from miles 1 through 22
as I am. But when that finish line
becomes visible just over the crest in the road, their adrenaline really starts
pumping.
Other people are motivated by progress. They feel a great sense of ability and accomplishment
when they have traveled a long journey or learned a lot along the way. Success
doesn’t mean they have reached some particular landmark or achievement. There is a categorical difference between
making progress and stagnation, however that is defined. These people are not nearly as affected by
the goal as they are with the process of pursuing it. Having come a long way is motivating. But a series of simple and easy
accomplishments is not. Gamers often
fall into this category, especially fantasy games but even jigsaw puzzlers can
be. Many gamers (but not all, so don’t
assume I mean you) don’t really care who wins or what the score is. But figuring out strategies to get through
the current challenge is the motivating part.
When the adventure is about to end or the jigsaw puzzle just has a few
pieces left to place, it gets boring. But figuring out how to beat game aliens with
a special resource they found in an abandoned building on level 3 is a huge
rush, even if they haven’t done it yet.
Some people fall very squarely into one of these or the
other. There are people in the middle
who can be situationally primed. If an
activity is framed by creating a narrative around it, you can push these people
to derive value and motivation from either the completion or the process. You can make the path really engaging and the
end point simple and plain. Or you can
make the endpoint really engaging and the path just a set of obstacles to get
through.
There are a lot of differences between these groups. Achievers are more likely to take shortcuts
because the ends justify the means.
Travelers are more likely to find ways to transfer strategies from one
activity to another. Achievers probably
make better short term sales people.
Travelers probably make better teachers.
Safety practitioners probably have to worry more about achievers – who might
take a safety risk to achieve their job faster or better. R&D managers probably have to worry more
about travelers – who might get sidetracked by an intriguing problem and not
finish the design they are working on.
Which one are you?
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