Gamification
|
Gamification is the concept of applying game-design thinking to non-game applications to make them more fun and engaging.
|
Bing Gordon, partner at Kleiner Perkins, talking about the importance of Gamification.
Gamification typically involves applying game design thinking to non-game applications to make them more fun and engaging. Gamification has been called one of the most important trends in technology by several industry experts. Gamification can potentially be applied to any industry and almost anything to create fun and engaging experiences, converting users into players.
Contents |
Term
- Main article: Gamification Definition
Etymology
Noun; Gamification - gam(e) + -ification. Verb; gamify gerund: gamifying. The earliest traces of the usage of the word go back to March 2004, but it did not become popularly used until later in 2010.
Definitions
Gamification has been defined in a number of different ways.
The Gamification Wiki defines Gamification as the infusion of game design techniques, game mechanics, and/or game style into anything. This definition is purposely broad to support the many uses of the word outside of the context of business.
A few other definitions of Gamification are:
- Gamification is the use of game design techniques and game mechanics to solve problems and engage audiences.[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:
- Unlocking badges in foursquare for visiting new or unique places.
- Earning points and unlocking avatars for DJing in virtual spaces.
- CrowdTap allows users to level up and earn money for doing surveys and other activities.
Industries
- Main article: Gamification Industries
Listing of a few industries gamification has been applied to.
Companies
- Main article: Gamification_companies_list
In addition to companies that have used gamification techniques, several businesses have created platforms and consulting operations for others to gamify their own services.
Techniques
Some common techniques have been applied to gamification projects, such as:
- achievements / badges
- levels
- leaderboards
- progress bars
- activity feeds
- avatars
- real-time feedback
- virtual currency
- gifting
- challenges and quests
- trophy case
- embedding small mini games within other activities.
Game mechanics
We've created a comprehensive list of Game mechanics that are typically used in the gamification design process. You can use the shortcut box below to jump to different game mechanics.
Trend
"Gamification" searches trending up on Google from Jan 2011 to Dec 2011 .
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.[4] Another observed that half of all companies seeking funding for consumer software applications mentioned game design in their presentations.
-

Al Gore says that "Games are the new normal" and talks about the power of Gamification at the 2011 Games for Change Festival.
-

J.P. Rangaswami, Salesforce.com's Chief Scientist, says that Gamification is the Future of Work.
Media
See also
References
- ^ Wikipedia - http://en.wikipedia.org/wiki/Gamification
- ^ Small Business Labs - http://www.smallbizlabs.com/2011/02/what-is-gamification.html
- ^ Play to win: The game-based economy, Fortune.com(2010-09-03) Written by JP Mangalindan.
- ^ The ultimate healthcare reform could be fun and games, VentureBeat(April 12, 2010) Written by Michael Sinanian.
Further reading
- Game-Based Marketing - Gabe Zichermann, Wiley Publishing, March 29, 2010, 240 pages. ISBN 978-0470562239
- Gamification by Design - Gabe Zichermann, O'Reilly, August 22, 2011, 150 pages. ISBN 1449397670
- Reality is Broken - Jane McGonigal, Penguin Press HC, January 20, 2011, 400 pages. ISBN 1594202858
- Total Engagement - Byron Reeves and J. Leighton Reed, Harvard Business School Press, November 2, 2009, 288 pages. ISBN 978-1422146576
