This article brings good insight into what gamification is and how it can be defined.
Gamification is the application of game-design elements and game principles in non-game contexts. It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements.
Games and game-like elements have been used to Educate, Entertain, and Engage for thousands of years. Some classic game elements are; Points, Badges, and Leaderboards.
Points are used as visual identifiers of progress in sports, reward cards, and video games
Badges display achievement, whether from service in the military or a gold star on school report card
Leaderboards are used across sports, sales teams, and in general life to present competitive placement
What’s interesting is that gamification is not a new concept. While the term may have been coined in more recent times, the concept has existed in many areas of life for as long as civilization has existed. If you remember watching Mary Poppins, she sums up gamification quite nicely with the quote “In every job that must be done, there is an element of fun. You find the fun and SNAP! the job’s a game.”
Gamification has been widely applied in marketing. Forbes, in 2013 estimated that over 70% of their ‘Global 2000 Companies’ list were recorded saying on a survey that they planned to use gamification for the purposes of marketing and customer retention.
Gamification in Health
Physical Health: Nike
Nike launched Nike+Run in 2010 as a gamification platform that tracks and gamifies your run time, distance covered, health levels and compares yourself to your previous recordings and others within your social field. They have a leaderboard, points, and badges. This is a classic example of live feedback and micro-measuring progress to helping runners to improve and progress in their personal goals.Gamification in Education
Classroom: Kahoot
Kahoot allows you to create a multiple-choice quiz through a quick website link share. This allows for students to use their phones in a productive manner, participating in selecting or typing their answers to in-class quizzes in real-time. Kahoot is one of the most straightforward and interactive examples of gamification motivating people in the classroom.Gamification in Websites
DevHub
In August 2010 Devhub announced an increase in the number of users who completed their online tasks from 10% to 80% after adding gamification elements. Social websites like Facebook, Twitter, and Linkedin now have implemented game elements into their sign-up & account processes as a result of DevHub’s success. The easiest tool to Gamify your site is through the largest DIY website engines in the world; Wix & Shopify allow users to add games to eCommerce stores in order to encourage engagement and email subscriptions.What actions do you want your audience to take? Whether they are students, customers or employees – Can you think of any way of measuring and rewarding them for doing certain actions? The old saying is true “Whatever gets measured, improves”. This is why loyalty cards and Airpoints have done so well. They acknowledge and reward customers for behaviors the company wants them to continue doing
[“Make a Video Game in Minutes Not Months.”]
Gamification is no new concept, as it says in this article, it has been around for a long time and has been applied in various amount of ways. In all the examples above, time after time, gamification tactics are immensely successful in achieving more engagement in the product. However, these tactics, especially when used in marketing, can seem to financially work against the customer. These tactics are used to encourage the customer to spend more and stay engaged with the product. Even if that is a poor financial choice. Using what we know is successful in gamification, how can we implement these tactics in a way that helps people understand their finances better and helps them feel confident? A lot of current gamification in finance is operating as a third party from banks. Can gamification be used in tandem with banks in a way that empowers people and helps them feel financially well?
“Make a Video Game in Minutes Not Months.” Make a Video Game in Minutes Not Months, www.gamify.com/what-is-gamification. Accessed 9 Sept. 2024.