Gamification

Gamification is the concept of applying game-design thinking to non-game applications to make them more fun and engaging.
[1]
  • Simply put, the term refers to incorporating game elements and mechanics into non-gaming websites and software. [2]

Examples of how to use the term Gamification:

  • "We used Gamification to make our product more fun!"
  • "Health Month is the Gamification of Weight Loss."
  • "Gamification is one of the most important trends of our generation."

Examples

Main article: Gamification Examples

Early examples

A common example of Gamification in the real world is Frequent Flyer Programs , or FFP, such as the one that United Airlines pioneered. This is a great example of Gamification as a Loyalty Program.

Recent examples

Main article: Gamification examples list

A few recent examples include:

Gamification has started being popularized as the next big thing in marketing. A Fortune article stated "Companies are realizing that "gamification" -- using the same mechanics that hook gamers -- is an effective way to generate business.[3] More recently, the technique captured the attention of venture capitalists, one of whom said he considered gamification to be the most promising area in gaming.<sup id="reference&quot;" cite_ref-3"="">[4] Another observed that half of all companies seeking funding for consumer software applications mentioned game design in their presentations.

Media

See also

References

  1. ^ Wikipedia - http://en.wikipedia.org/wiki/Gamification
  2. ^ Small Business Labs - http://www.smallbizlabs.com/2011/02/what-is-gamification.html
  3. ^ Play to win: The game-based economy, Fortune.com(2010-09-03) Written by JP Mangalindan.
  4. ^ The ultimate healthcare reform could be fun and games, VentureBeat(April 12, 2010) Written by Michael Sinanian.

Further reading

 

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