GAMIFICATION
Gamification is the use of game thinking and game mechanics in non-game
contexts to engage users in solving problems and
increase users' contributions.
Gamification has been
studied and applied in several domains, with some of the main purposes being to
engage (improve user engagement, physical
exercise, return on investment, flow
data quality, timeliness), teach (in classrooms, the public or at work),
entertain (enjoyment, fan loyalty), measure (for recruiting and employee evaluation), and
to improve the perceived
ease of use of information systems..
A
review of research on gamification shows that a majority of studies on
gamification find positive effects from gamification. However, individual and contextual
differences exist.
CATEGORIZATION
Gamification uses an empathy-based approach (such as Design thinking) for introducing, transforming and operating a service
system that allows players to enter a gameful experience to support value
creation for the players and other stakeholders.
Gamification
designers address the user as player to
indicate that the motivations and interests of the player are in the center of
the gamification design.
Gamification in a
narrow sense is used in a non-game context, is built into the service system,
and is aiming at an infinite experience.
It does not aim at creating a game but offering a gameful experience. In a
broader sense gamification also includes game context such as in serious games and finite
and infinite games.
TECHNIQUES
Gamification
techniques strive to leverage people's natural desires for socializing,
learning, mastery, competition, achievement, status, self-expression, altruism, or closure. Early
gamification strategies use rewards for players who accomplish desired
tasks or competition to engage
players.
Types
of rewards include points, achievement badges or levels, the filling of a progress bar, or
providing the user with virtual currency. Making
the rewards for accomplishing tasks visible to other players or providing leader
boards are ways of encouraging players to compete.
Due
to potentially problematic consequences of competition, which can result in
unethical behavior, low cooperation and low collaboration, or disadvantaging
certain player demographics such as women, current
gamification designs try to refrain from using this element.
Another
approach to gamification is to make existing tasks feel more like games. Some techniques used in this approach
include adding meaningful choice, onboarding with a tutorial, increasing
challenge, and adding
narrative.
APPLICATIONS
Gamification has been
widely applied in marketing. Over 70% of Forbes Global 2000 companies
surveyed in 2013 said they planned to use gamification for the purposes of
marketing and customer retention. For
example, in November 2011 Australian broadcast and online media partnership Yahoo!7 launched its Fango
mobile app/SAP, which TV viewers use to interact
with shows via techniques like check-ins and badges.
As of February 2012,
the app had been downloaded more than 200,000 times since its launch. Gamification has also been used in
customer loyalty programmes. In 2010, Starbucks gave
custom Foursquare badges to people who checked in at multiple locations and
offered discounts to people who checked in most frequently at an individual
store.
There have also been
proposals to use gamification for competitive intelligence, encouraging people to fill out
surveys, and to do market
research on brand recognition. Gamification
has also been integrated into Help Desk software.
In 2012, Freshdesk, a SaaS-based customer support product, integrated
gamification features, allowing agents to earn badges based on performance.
Gamification
has also been used as a tool for customer
engagement, and for encouraging desirable website usage behavior.
Additionally, gamification
is readily applicable to increasing engagement on sites built on social network services.
For
example, in August 2010, one site, DevHub, announced that they have increased
the number of users who completed their online tasks from 10% to 80% after
adding gamification elements. On the programming question-and-answer site Stack Overflow users receive points and/or badges for
performing a variety of actions, including spreading links to questions and
answers via Facebook and Twitter.
A
large number of different badges are available, and when a user's reputation points exceed various thresholds, he or she
gains additional privileges, including at the higher end, the privilege of
helping to moderate the site.
Gamification
can be used for ideation, the structured brainstorming to produce new ideas. A study at MIT Sloan found that ideation games helped
participants generate more and better ideas, and compared it to gauging the
influence of academic papers by the numbers of citations received in subsequent
research.
LEGAL
RESTRICTIONS
Through
gamification's growing adoption and its nature as a data aggregator, multiple
legal restrictions may apply to gamification. Some refer to the use of virtual
currencies and virtual assets, data privacy laws and data protection, or labour
laws.
The
use of virtual currencies, in contrast to traditional payment systems, is not
regulated. The legal uncertainty surrounding the virtual currency schemes might
constitute a challenge for public authorities, as these schemes can be used by
criminals, fraudsters and money launderers to perform their illegal activities.
HISTORY
Though the term "gamification" was coined in 2002
by Nick Pelling, a British-born computer
programmer and inventor, it did not gain popularity until 2010. Even prior to
the term coming into use, other fields borrowing elements from videogames was common; for example, some work in learning disabilities and scientific visualization adapted elements from videogames.
A Forbes blogger
also retroactively labeled Charles Coonradt, who in 1973 founded the
consultancy The
Game of Work and in 1984 wrote a book by the same name, as the
"Grandfather of Gamification".
The term "gamification" first gained widespread
usage in 2010, in a more specific sense referring to incorporation of
social/reward aspects of games into software.
The technique captured the attention of venture capitalists,
one of whom said he considered gamification the most promising area in gaming.
Another observed that half of all companies seeking funding for consumer
software applications mentioned game design in their presentations.
Among
established enterprise firms, SAP
AG, Microsoft, IBM, SAP, LiveOps,
Deloitte, and other companies have started using gamification in various
applications and processes.
Gamification
2013, an event exploring the future of gamification, was held at the University of Waterloo Stratford
Campus in October 2013.
The
inaugural Loyalty Games 2014 Loyalty Gamification World Championship will be
held Online with Live World Finals San Francisco.
REFRENCES:
1. "Gamification Design Elements". Enterprise-Gamification.com.
Retrieved2014-10-07.
2. Zichermann, Gabe; Cunningham, Christopher (August 2011).
"Introduction".Gamification
by Design: Implementing Game Mechanics in Web and Mobile Apps(1st ed.). Sebastopol, California: O'Reilly Media. p. xiv. ISBN 1449315399. Retrieved2012-12-10.
3. Huotari, K., & Hamari, J.
(2012). "Defining
Gamification - A Service Marketing Perspective" (PDF). Proceedings of the 16th
International Academic MindTrek Conference 2012, Tampere, Finland, October 3–5.
4. Sebastian Deterding, Dan Dixon, Rilla Khaled,
and Lennart Nacke (2011). From game design elements to gamefulness: Defining
"gamification". Proceedings of the 15th International Academic MindTrek
Conference. pp. 9–15.
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