Gamification is an approach aimed at engaging users in activities aimed at reaching specific individual or organization goals via the acquisition of digital goods or services via the application of artificial intelligence (AI). The concept is that the technology used by these businesses and organizations will facilitate or even enable users to accomplish pre-set objectives. These objectives could range from completing certain tasks, to achieving higher learning levels, to engaging in business-based challenges and much more.
Many businesses and educational institutions have realized the benefits of gamification as a means of engaging their target audience. To realize these benefits, businesses have started to implement game mechanics into their websites and other online applications to motivate users and reward them for achieving set goals. While this is one way of gamifying a website or program, there are a lot of other factors that can be used to increase gamification. Below are examples of different methods that organizations can use to motivate their target audience and increase the chances of achieving desired results.
Gamification has also found its way into the healthcare sector. For instance, in December 2020, Zurich-based insurtech company, dacadoo launched 'the ultimate lifestyle navigator', in order to help people live healthier lives through a combination of motivational techniques from behavioural science, gamification principles and social networking. The app is available in 16 languages that include, English US, English UK, German, Dutch, French, and Spanish among others.
A well-established and popular form of gamification is the reward system. Reward systems are often employed by casinos, online casinos, real world sports and other similar organizations. In casinos, players are rewarded for engaging in certain activities such as winning a jackpot. Online casinos also employ a similar reward system by way of "reward points" which can be redeemed for prizes, entry into contests and various other incentives. Online casinos are a good example of the type of environment that can be utilized by companies to gamify their target audience.
Another popular form of gamification includes badges and rewards programs. Different apps and websites use badges and rewards to encourage users and draw them into playing a particular app. Depending on the nature of the badge or reward program, they may be earned through participating in a survey or some other way that is relevant to the app. Different badges and reward programs can be customized and used to track user engagement, which can be very useful for determining whether an app needs to be improved in terms of engagement and hence its success.
Video games are also commonly used as a medium to gamify apps and this is particularly true for MMORPGs. World of Warcraft, EverQuest, Linea I and II, SuperStar Saga and many others have popularized video games as a platform for engaging customers and to reward and recognize those who perform well. Some of these companies, like Zynga, have used the concept of "gamification" to introduce micro transactions or even currency transfers from one account to another. Other companies like Blizzard Entertainment have made use of achievements to introduce a system of player achievements that are tracked in terms of game progression and can then be shared with others who play the same game.
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