On the other hand, the blood donation text message is connecting the person to the goal they already had: to help others. It makes the satisfaction of this pre-existing goal more salient and unambiguous. I think it's a lot like the theory behind clicker training for animals.
https://www.aspca.org/pet-care/virtual-pet-behaviorist/click...
I'm not sure this is right - there are plenty of examples where gamification is being used for real-life tasks. Things like recycling, exercising, dieting, shopping, etc. Look at how many todo list apps give you points for completing tasks.
Also, there seems to be a big difference between (1) "you completed the errand of picking up the milk; you get 10 million super points and this e-Trophy" and (2) "here are the real-world implications of your actions".
This is really one of a few examples of "hooking" people for good. There is even a book "Hooked: How to Build Habit-Forming Products" about it: http://www.amazon.com/Hooked-How-Build-Habit-Forming-Product...
Achievement: Super Hero (10 lives saved)