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Ideawatch




INTRODUCING
GAMIFICATION
A Vibrant user engagement technique that
every business should consider using




A
By Kabir Ahmad


Advent of using digital application in     Game has something more than just            it is predicted that 80% of Global 2000
business already proved the better user    passing time that keep people engaged        organization will have at least one
monetization metrics in terms of           is called Game Techniques or Mechan-         gamified applications by 2017.
marketing, social networking, and          ics i.e. using point calculator, perfor-     Still the big question remains, what
managing enterprise resources. Not         mance ranking, rewarding user a              actually Gamification is? By definition, it
even the technique, the web itself has     badge, live competitions, wining             is an embedded gaming technology
emerged into more vibrant way as Web       trophy and showing it to live leader-        where gaming techniques or mechanics
3 standard can function like a human       board to name a few.                         are applied to non-game environment to
i.e. aggregating data & information and    The digital marketing innovation             create fun and pleasure. The process
producing as the way user demand. The      continued and emerged “Gamification”         starts with analyzing real life behavioral
different digital marketing techniques     as a new user engagement technique           pattern & innate motivators of targeted
i.e. Search marketing, paid marketing,     in 2010 from Silicon Valley, USA. Within     users followed by defining motivators as
social media marketing, apps style         two years it spreads across the globe.       game mechanic or technique, applying it
marketing, and lately game & mobile        Big brands like IBM, CocaCola, Pepsi,        to website or application or enterprise
marketing, everywhere the target is        LinkedIn, Google, Facebook, Hallmark,        resource program, monitoring the
attracting visitor and engaging them.      Nike, BMW, Starbucks, American               engagement performance and adding
For enterprise resource tools has also     Airlines, Times of India, Expedia etc. has   new motivators periodically. The process
started focusing users’ productive         adopted Gamification technology to           counts every single on-site action of
engagement issue along with adding         their digital solution offering. It even     users and rewards them as per defined
efficiency for organization. In a word     crossed the industry bar, it can be          program motivators targeted to engage
the media consumption has been             applied to any industry solution i.e.        both Gen X and Gen Y users in fun and
disrupted with the numbers of              entertainment,       consumer,      news,    interesting way. The technique can
techniques and tools. People are           fashion, bank, social development,           increase user engagement ratio to
continuously seeking new ways to pass      research, education etc. The Gamifica-       80-90%. Ultimately Gamification can
time. The situation even became worst      tion industry valuation has also set a       create a Loyal User Base for any business.
for a business to decide of what to use,   high growth promise reaching USD
how to use digital application for best    $3.6 billion globally from its current
user monetization?                         level of USD $150 million. The industry
A notable trend is observed with the       has also showed a good adoption rate,
acceleration of gaming industry
especially social gaming, smartphone
gaming, gaming on tablet and casual
gaming. These game play performs has
been able to show better user stay time
and targeting beyond the usual age
bracket. The research shows gamers
spend on an average 30-40 minutes per
day on game play which is 5 times
higher engagement time than other
digital marketing techniques can
generate as well as engaging people for
long hour game play from 30 + age
group. The research also proved that a

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Gamification Article on ICE Business Times Magazine

  • 1. Ideawatch INTRODUCING GAMIFICATION A Vibrant user engagement technique that every business should consider using A By Kabir Ahmad Advent of using digital application in Game has something more than just it is predicted that 80% of Global 2000 business already proved the better user passing time that keep people engaged organization will have at least one monetization metrics in terms of is called Game Techniques or Mechan- gamified applications by 2017. marketing, social networking, and ics i.e. using point calculator, perfor- Still the big question remains, what managing enterprise resources. Not mance ranking, rewarding user a actually Gamification is? By definition, it even the technique, the web itself has badge, live competitions, wining is an embedded gaming technology emerged into more vibrant way as Web trophy and showing it to live leader- where gaming techniques or mechanics 3 standard can function like a human board to name a few. are applied to non-game environment to i.e. aggregating data & information and The digital marketing innovation create fun and pleasure. The process producing as the way user demand. The continued and emerged “Gamification” starts with analyzing real life behavioral different digital marketing techniques as a new user engagement technique pattern & innate motivators of targeted i.e. Search marketing, paid marketing, in 2010 from Silicon Valley, USA. Within users followed by defining motivators as social media marketing, apps style two years it spreads across the globe. game mechanic or technique, applying it marketing, and lately game & mobile Big brands like IBM, CocaCola, Pepsi, to website or application or enterprise marketing, everywhere the target is LinkedIn, Google, Facebook, Hallmark, resource program, monitoring the attracting visitor and engaging them. Nike, BMW, Starbucks, American engagement performance and adding For enterprise resource tools has also Airlines, Times of India, Expedia etc. has new motivators periodically. The process started focusing users’ productive adopted Gamification technology to counts every single on-site action of engagement issue along with adding their digital solution offering. It even users and rewards them as per defined efficiency for organization. In a word crossed the industry bar, it can be program motivators targeted to engage the media consumption has been applied to any industry solution i.e. both Gen X and Gen Y users in fun and disrupted with the numbers of entertainment, consumer, news, interesting way. The technique can techniques and tools. People are fashion, bank, social development, increase user engagement ratio to continuously seeking new ways to pass research, education etc. The Gamifica- 80-90%. Ultimately Gamification can time. The situation even became worst tion industry valuation has also set a create a Loyal User Base for any business. for a business to decide of what to use, high growth promise reaching USD how to use digital application for best $3.6 billion globally from its current user monetization? level of USD $150 million. The industry A notable trend is observed with the has also showed a good adoption rate, acceleration of gaming industry especially social gaming, smartphone gaming, gaming on tablet and casual gaming. These game play performs has been able to show better user stay time and targeting beyond the usual age bracket. The research shows gamers spend on an average 30-40 minutes per day on game play which is 5 times higher engagement time than other digital marketing techniques can generate as well as engaging people for long hour game play from 30 + age group. The research also proved that a