“Gamification” refers to applying game-like rules and mechanisms to non-game settings and pursuits to increase individual participation.
Gamification capitalizes on human instincts for competitiveness, success, teamwork, and charity. Game design tools like “leveling up,” badges, and rewards drive people to attain their goals and perform better in real life. Airlines’ frequent flyer rewards programs are a famous example of gamification. Key success measures for gamification include engagement, influence, brand loyalty, activity duration, and viral potential.
Gamification is adding game-like rewards to non-game activities. Gamification is introducing game-like characteristics or designs to non-game environments. Game-like real-world activities drive people to attain their goals. Everyday gamification includes frequent flyer programs, loyalty rewards, and frequent shopper points. By encouraging continued consumption, these examples encourage customers to keep “playing” and earn points.
Not all gamification encourages spending. Nike+ makes fitness a game to motivate people. Many NGOs host friendly competitions (a-thons) to boost philanthropic contributions. Bioscience has progressed by encouraging gamers to fold proteins.
Gamification may unlock levels and badges for learning outcomes in educational systems.
Workplace gamification is critical. Workplace game components may help employees track their performance, establish objectives, and compete pleasantly, improving the working atmosphere and corporate performance. It can motivate workers by rewarding them for their efforts.
Gamification works because it exploits the same human psychology that makes people like winning and hate or dread losing. Additionally, it may have drawbacks.
The correct processes and measurements might be challenging to choose. Since participants will focus on these, game components must support the desired behavior. Poorly conceived or implemented gamification might distract from other goals, encourage system gaming, or lead to zero-sum or negative-sum competition. All of these can squander time and money.
Immersive gaming and compulsive gambling are examples of addictive games. This adds commercial gamification risks. This is good for a company that profits from employees or consumers becoming addicted to work or products. However, workers and customers may view it as deceptive or exploitative and raise ethical concerns.
- incorporates game aspects into non-game activities.
- Boosts sales, staff engagement, and cost savings.
- It can have drawbacks, depending on its implementation.