Gamification is the application of game-design elements and game principles in non-game contexts. Gamification commonly employs game design elements which are used in non-game contexts to improve user engagement, organizational productivity, flow, learning, crowdsourcing, employee recruitment and evaluation, ease of use, usefulness of systems,physical exercise, traffic violations, voter apathy, and more. A collection of research on gamification shows that a majority of studies on gamification finds it has positive effects on individuals. However, individual and contextual differences exist. Gamification can also improve an individual's ability to comprehend digital content and understand a certain area of study such as music.
2. Gamification
• Roots goes back 1912 (Cracker Jack place toy in pack)
• 2003 by Nick Pelling
• Gain popularity in 2010
• The application of typical elements of game playing (e.g. point
scoring, competition with others, rules of play) to other areas of
activity, typically as an online marketing technique to encourage
engagement with a product or service.
• Or
• The use of game elements and game design techniques in non-
game context.
3. What is Gamification?
• It is a tools.
• Learning from the game.
• Understand about what makes the game standout.
• Understanding what makes the game engaging.
• Understanding what games can do.
• Doing something else than just playing game is gamification.
4. What Gamification is.
• Listening to what games can teach us.
• Learning from game design (and psychology,
management, marketing,
economics).
• Appreciating fun.
5. What gamification is not?
• Making everything a GAME
• Use of games in business
• Simulations
• Just marketing & engagements
• Game theory
6. Why Gamification?
• Emerging Business practice
• Games are powerful things
• Lessons from psychology, design, strategy, technology
• Harder Than it Appears!
• It can motivate people.
7. Game vs Gamification
• Is something having a goal or goals, some rules and attitude
for playing it.
• Gamification involves elements of games, and concepts, and
techniques from games rather than full blown games. So, the
challenge and the opportunity for gamification is to put the
player as much as possible in the magic circle. If the player
feels like that's important, those are real constraints, then
they will be motivated to play and to respond to
the incentives that the gamified system provides.