HOME

TheInfoList



OR:

Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game-design elements and game principles (dynamics and mechanics) in non-game contexts. Gamification is part of persuasive system design, and it commonly employs
game A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (suc ...
design elements to improve user engagement, organizational productivity,
flow Flow may refer to: Science and technology * Fluid flow, the motion of a gas or liquid * Flow (geomorphology), a type of mass wasting or slope movement in geomorphology * Flow (mathematics), a group action of the real numbers on a set * Flow (psyc ...
,
learning Learning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. The ability to learn is possessed by humans, animals, and some machines; there is also evidence for some kind of lea ...
,
crowdsourcing Crowdsourcing involves a large group of dispersed participants contributing or producing goods or services—including ideas, votes, micro-tasks, and finances—for payment or as volunteers. Contemporary crowdsourcing often involves digita ...
, knowledge retention, employee recruitment and evaluation,
ease of use Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a soft ...
, usefulness of systems,
physical exercise Exercise is a body activity that enhances or maintains physical fitness and overall health and wellness. It is performed for various reasons, to aid growth and improve strength, develop muscles and the cardiovascular system, hone athletic s ...
, traffic violations, voter apathy, public attitudes about alternative energy, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist.


Techniques

Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression,
altruism Altruism is the principle and moral practice of concern for the welfare and/or happiness of other human beings or animals, resulting in a quality of life both material and spiritual. It is a traditional virtue in many cultures and a cor ...
, or closure, or simply their response to the framing of a situation as game or play. Early gamification strategies use
rewards Reward may refer to: Places * Reward (Shelltown, Maryland), a historic home in Shelltown Maryland * Reward, California (disambiguation) * Reward-Tilden's Farm, a historic home in Chestertown Maryland Arts, entertainment, and media * "Reward ...
for players who accomplish desired tasks or
competition Competition is a rivalry where two or more parties strive for a common goal which cannot be shared: where one's gain is the other's loss (an example of which is a zero-sum game). Competition can arise between entities such as organisms, ind ...
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. 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.


Game design elements

Game design elements are the basic building blocks of gamification applications. Among these typical game design elements, are points, badges, leader-boards, performance graphs, meaningful stories, avatars, and teammates. Material was copied from this source, which is available under
Creative Commons Attribution 4.0 International License
.


Points

Points are basic elements of a multitude of games and gamified applications. They are typically rewarded for the successful accomplishment of specified activities within the gamified environmentWerbach, K., & Hunter, D. (2015). The gamification toolkit - dynamics, mechanics, and components for the win. Philadelphia: Wharton Digital Press. and they serve to numerically represent a player's progress. Various kinds of points can be differentiated between, e.g. experience points, redeemable points, or reputation points, as can the different purposes that points serve. One of the most important purposes of points is to provide feedback. Points allow the players' in-game behavior to be measured, and they serve as continuous and immediate feedback and as a reward.


Badges

Badges are defined as visual representations of achievements and can be earned and collected within the gamification environment. They confirm the players' achievements, symbolize their merits, and visibly show their accomplishment of levels or goals. Earning a badge can be dependent on a specific number of points or on particular activities within the game. Badges have many functions, serving as goals, if the prerequisites for winning them are known to the player, or as virtual status symbols. In the same way as points, badges also provide feedback, in that they indicate how the players have performed. Badges can influence players' behavior, leading them to select certain routes and challenges in order to earn badges that are associated with them. Additionally, as badges symbolize one's membership in a group of those who own this particular badge, they also can exert social influences on players and co-players, particularly if they are rare or hard to earn.


Leaderboards

Leaderboards rank players according to their relative success, measuring them against a certain success criterion. As such, leaderboards can help determine who performs best in a certain activity and are thus competitive indicators of progress that relate the player's own performance to the performance of others. However, the motivational potential of leaderboards is mixed. Werbach and Hunter regard them as effective motivators if there are only a few points left to the next level or position, but as demotivators, if players find themselves at the bottom end of the leaderboard. Competition caused by leaderboards can create social pressure to increase the player's level of engagement and can consequently have a constructive effect on participation and learning. However, these positive effects of competition are more likely if the respective competitors are approximately at the same performance level.


Performance graphs

Performance graphs, which are often used in simulation or strategy games, provide information about the players' performance compared to their preceding performance during a game. Thus, in contrast to leaderboards, performance graphs do not compare the player's performance to other players, but instead, evaluate the player's own performance over time. Unlike the social reference standard of leaderboards, performance graphs are based on an individual reference standard. By graphically displaying the player's performance over a fixed period, they focus on improvements. Motivation theory postulates that this fosters mastery orientation, which is particularly beneficial to learning.


Meaningful stories

Meaningful stories are game design elements that do not relate to the player's performance. The narrative context in which a gamified application can be embedded contextualizes activities and characters in the game and gives them meaning beyond the mere quest for points and achievements.Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer. A story can be communicated by a game's title (e.g., Space Invaders) or by complex storylines typical of contemporary role-playing video games (e.g.,
The Elder Scrolls Series ''The Elder Scrolls'' is a series of Action role-playing game, action role-playing video games primarily developed by Bethesda Game Studios and published by Bethesda Softworks. The series focuses on Nonlinear gameplay, free-form gameplay in an ...
). Narrative contexts can be oriented towards real, non-game contexts or act as analogies of real-world settings. The latter can enrich boring, barely stimulating contexts, and, consequently, inspire and motivate players particularly if the story is in line with their personal interests. As such, stories are also an important part in gamification applications, as they can alter the meaning of real-world activities by adding a narrative ‘overlay’, e.g. being hunted by zombies while going for a run.


Avatars

Avatars are visual representations of players within the game or gamification environment. Usually, they are chosen or even created by the player. Avatars can be designed quite simply as a mere pictogram, or they can be complexly animated, three- dimensional representations. Their main formal requirement is that they unmistakably identify the players and set them apart from other human or computer-controlled avatars. Avatars allow the players to adopt or create another identity and, in cooperative games, to become part of a community.


Teammates

Teammates, whether they are other real players or virtual non-player characters, can induce conflict, competition or cooperation. The latter can be fostered particularly by introducing teams, i.e. by creating defined groups of players that work together towards a shared objective. Meta-analytic evidence supports that the combination of competition and collaboration in games is likely to be effective for learning.


The Game Element Hierarchy

The described game elements fit within a broader framework, which involves three types of elements: Dynamics, Mechanics, and Components. These elements constitute The Game Element Hierarchy. Dynamics are the highest in the hierarchy. They are the big picture aspects of the gamified system that should be considered and managed; however, they never directly enter into the game. Dynamics elements provide motivation through features such as narrative or social interaction. Mechanics are the basic processes that drive the action forward and generate player engagement and involvement. Examples are chance, turns, and rewards. Components are the specific instantiations of mechanics and dynamics; elements like points, quests, and virtual goods.


Applications

Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator '' America's Army'' as a recruitment tool, and
M&M's M&M's (stylized as m&m's) are multi-colored button-shaped chocolates, each of which has the letter "m" printed in lower case in white on one side, consisting of a candy shell surrounding a filling which varies depending upon the variety of M&M ...
"Eye Spy"
pretzel A pretzel (), from German pronunciation, standard german: Breze(l) ( and French / Alsatian: ''Bretzel'') is a type of baked bread made from dough that is commonly shaped into a knot. The traditional pretzel shape is a distinctive symmetrical f ...
game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user engagement." Another example can be seen in the American education system. Students are ranked in their class based on their earned grade-point average (GPA), which is comparable to earning a high score in video games. Students may also receive incentives, such as an honorable mention on the dean's list, the honor roll, and scholarships, which are equivalent to leveling-up a video game character or earning virtual currency or tools that augment game success. Job application processes sometimes use gamification as a way to hire employees by assessing their suitability through questionnaires and mini games that simulate the actual work environment of that company.


Marketing

Gamification has been widely applied in marketing. Over 70% of
Forbes Global 2000 The ''Forbes'' Global 2000 is an annual ranking of the top 2000 public companies in the world, published by ''Forbes'' magazine. "The Global 2000" annual ranking is assembled by ''Forbes'' using a weighted assessment of four metrics: sales, profit ...
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 Yahoo! Australia (formerly Yahoo7 between 2006 and 2018) is the Australian subsidiary of global internet company Yahoo! Originally a 50/50 joint venture between Yahoo! and Seven West Media, it has been a 100% subsidiary of Verizon Media since ...
launched its Fango mobile app/SAP, which TV viewers use to interact with shows via techniques like check-ins and badges. Gamification has also been used in customer loyalty programs. In 2010,
Starbucks Starbucks Corporation is an American multinational chain of coffeehouses and roastery reserves headquartered in Seattle, Washington. It is the world's largest coffeehouse chain. As of November 2021, the company had 33,833 stores in 80 cou ...
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. As a general rule Gamification Marketing or Game Marketing usually falls under four primary categories; 1. Brandification (
in-game advertising In-game advertising (IGA) is advertising in electronic games. IGA differs from advergames, which refers to games specifically made to advertise a product.Matthew Yi (2005-07-25). "Advertisers pay for video games - Product placement tradition no ...
): Messages, images or videos promoting a Brand, Product or Service within a game's visuals components. According to NBCNews game creators
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the ...
used "Madden 09" and "Burnout Paradise" to promote 'in-game' billboards encouraging players to vote. 2. Transmedia: The result of taking a media property and extending it into a different medium for both promotional and monetisation purposes. Nintendo's "007: GoldenEye" is a classic example. A video game created to advertise the originally titled movie. In the end, the promotional game brought in more money than the originally titled film. 3. Through-the-line (TTL) & Below-the-line (BTL): Text above, side or below main game screen (also known as an iFrame) advertising images or text. Example of this would be "I love Bees". 4. Advergames: Usually games based on popular mobile game templates, such as ' Candy Crush' or ' Temple Run'. These games are then recreated via platforms like
WIX Wix may refer to: Computing * WiX (Windows Installer XML Toolset), a software toolset * Wix.com, an Israeli software company providing cloud-based web development services Places * Wix, Essex Wix is a village and civil parish in the Tendring ...
with software from the likes of Gamify, in order to promote Brands, Products and Services. Usually to encourage engagement, loyalty and product education. These usually involve social leaderboards and rewards that are advertised via social media platforms like Facebook's Top 10 games. Gamification also has been used as a tool for
customer engagement Customer engagement is an interaction between an external consumer/customer (either B2C or B2B) and an organization (company or brand) through various online or offline channels. According to Hollebeek, Srivastava and Chen's (2019, p. 166) S-D l ...
, and for encouraging desirable website usage behaviour. Additionally, gamification is applicable to increasing engagement on sites built on
social network service A social networking service or SNS (sometimes called a social networking site) is an online platform which people use to build social networks or social relationships with other people who share similar personal or career content, interests, ac ...
s. For example, in August, 2010, the website builder DevHub announced an increase in 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 Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dust ...
and
Twitter Twitter is an online social media and social networking service owned and operated by American company Twitter, Inc., on which users post and interact with 280-character-long messages known as "tweets". Registered users can post, like, and ...
. A large number of different badges are available, and when a user's reputation points exceed various thresholds, the user gains additional privileges, eventually including moderator privileges.


Inspiration

Gamification can be used for ideation (structured
brainstorming Brainstorming is a group creativity technique by which efforts are made to find a conclusion for a specific problem by gathering a list of ideas spontaneously contributed by its members. In other words, brainstorming is a situation where a grou ...
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.


Health

Applications like
Fitocracy Fitocracy is an online game and social network that aims to use gamification to help users improve their fitness. It has received coverage from mainstream media sources. History Fitocracy was founded by Dick Talens and Brian Wang. Both were ...
and
QUENTIQ dacadoo is a Zurich-based technology company that combines mobile technologies, social networking, gamification, Artificial Intelligence (AI) and big data analytics with the aim of helping users improve their health and wellbeing. History and b ...
(Dacadoo) use gamification to encourage their users to exercise more effectively and improve their overall health. Users are awarded varying numbers of points for activities they perform in their workouts, and gain levels based on points collected. Users can also complete quests (sets of related activities) and gain achievement badges for fitness milestones. Health Month adds aspects of social gaming by allowing successful users to restore points to users who have failed to meet certain goals. Public health researchers have studied the use of gamification in self-management of chronic diseases and common mental disorders, STD prevention, and infection prevention and control. In a review of health apps in the 2014 Apple
App Store An App Store (or app marketplace) is a type of digital distribution platform for computer software called applications, often in a mobile context. Apps provide a specific set of functions which, by definition, do not include the running of the c ...
, more than 100 apps showed a positive correlation between gamification elements used and high user ratings.
MyFitnessPal MyFitnessPal is a smartphone app and website that tracks diet and exercise. The app uses gamification elements to encourage adherence to exercise and diet goals. To track nutrients, users can either scan the barcodes of various food items or ...
was named as the app that used the most gamification elements. Reviewers of the popular location-based game '' Pokémon Go'' praised the game for promoting physical exercise. Terri Schwartz ('' IGN'') said it was "secretly the best exercise app out there," and that it changed her daily walking routine. Patrick Allen (''
Lifehacker ''Lifehacker'' is a weblog about life hacks and software that launched on January 31, 2005. The site was originally launched by Gawker Media and is currently owned by G/O Media. The blog posts cover a wide range of topics including: Microso ...
'') wrote an article with tips about how to work out using ''Pokémon Go''. Julia Belluz ('' Vox'') said it could be the "greatest unintentional health fad ever," writing that one of the results of the game that the developers may not have imagined was that "it seems to be getting people moving." One study showed users took an extra 194 steps per day once they started using the app, approximately 26% more than usual. '' Ingress'' is a similar game that also requires a player to be physically active. ''
Zombies, Run! ''Zombies, Run!'' is a 2012 mobile fitness game co-developed and published by British studio Six to Start and Naomi Alderman for iOS and Android platforms. Set around Abel Township, a small outpost trying to survive the zombie apocalypse, players ...
,'' a game in which the player is trying to survive a zombie apocalypse through a series of missions, requires the player to (physically) run, collect items to help the town survive, and listen to various audio narrations to uncover mysteries. Mobile, context-sensitive
serious game A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, he ...
s for sports and health have been called ''exergames.''


Work

Gamification has been used in an attempt to improve employee productivity in healthcare, financial services, transportation, government, and others. In general, enterprise gamification refers to work situations where "game thinking and game-based tools are used in a strategic manner to integrate with existing business processes or information systems. And these techniques are used to help drive positive employee and organizational outcomes."


Crowdsourcing

Crowdsourcing Crowdsourcing involves a large group of dispersed participants contributing or producing goods or services—including ideas, votes, micro-tasks, and finances—for payment or as volunteers. Contemporary crowdsourcing often involves digita ...
has been gamified in games like Foldit, a game designed by the
University of Washington The University of Washington (UW, simply Washington, or informally U-Dub) is a public research university in Seattle, Washington. Founded in 1861, Washington is one of the oldest universities on the West Coast; it was established in Seatt ...
, in which players compete to manipulate proteins into more efficient structures. A 2010 paper in science journal
Nature Nature, in the broadest sense, is the physical world or universe. "Nature" can refer to the phenomena of the physical world, and also to life in general. The study of nature is a large, if not the only, part of science. Although humans are ...
credited Foldit's 57,000 players with providing useful results that matched or outperformed algorithmically computed solutions. The ESP Game is a game that is used to generate image metadata. Google Image Labeler is a version of the ESP Game that
Google Google LLC () is an American Multinational corporation, multinational technology company focusing on Search Engine, search engine technology, online advertising, cloud computing, software, computer software, quantum computing, e-commerce, ar ...
has licensed to generate its own image metadata. Research from the
University of Bonn The Rhenish Friedrich Wilhelm University of Bonn (german: Rheinische Friedrich-Wilhelms-Universität Bonn) is a public research university located in Bonn, North Rhine-Westphalia, Germany. It was founded in its present form as the ( en, Rhine ...
used gamification to increase wiki contributions by 62%. In the context of online crowdsourcing, gamification is also employed to improve the psychological and behavioral consequences of the solvers. According to numerous research, adding gamification components to a crowdsourcing platform can be considered as a design that shifts participants' focus from task completion to involvement motivated by intrinsic factors. Since the success of crowdsourcing competitions depends on a large number of participating solvers, the platforms for crowdsourcing provide motivating factors to increase participation by drawing on the concepts of the game.


Education and training

Gamification in the context of education and training is of particular interest because it offers a variety of benefits associated with learning outcomes and retention. Using video-game inspired elements like leaderboards and badges has been shown to be effective in engaging large groups and providing objectives for students to achieve outside of traditional norms like grades or verbal feedback. Online learning platforms such as
Khan Academy Khan Academy is an American non-profit educational organization created in 2008 by Sal Khan. Its goal is creating a set of online tools that help educate students. The organization produces short lessons in the form of videos. Its website also i ...
and even physical schools like New York City Department of Education's Quest to Learn use gamification to motivate students to complete mission-based units and master concepts. There is also an increasing interest in the use of gamification in health sciences and education as an engaging information delivery tool and in order to add variety to revision. With increased access to one-to-one student devices, and accelerated by pressure from the
COVID-19 pandemic The COVID-19 pandemic, also known as the coronavirus pandemic, is an ongoing global pandemic of coronavirus disease 2019 (COVID-19) caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The novel virus was first identi ...
, many teachers from primary to post-secondary settings have introduced live, online quiz-show style games into their lessons. Gamification has also been used to promote learning outside of schools. In August 2009, Gbanga launched a game for the Zurich Zoo where participants learned about endangered species by collecting animals in mixed reality. Companies seeking to train their customers to use their product effectively can showcase features of their products with interactive games like Microsoft's
Ribbon Hero 2 ''Ribbon Hero 2: Clippy's Second Chance'', or just ''Ribbon Hero 2'', is a video game developed by Microsoft Office Labs. The game is available as a free download and serves to educate users of Microsoft Word, Excel, PowerPoint and OneNote in Mi ...
. A wide range of employers including the
United States Armed Forces The United States Armed Forces are the military forces of the United States. The armed forces consists of six service branches: the Army, Marine Corps, Navy, Air Force, Space Force, and Coast Guard. The president of the United States is ...
,
Unilever Unilever plc is a British multinational consumer goods company with headquarters in London, England. Unilever products include food, condiments, bottled water, baby food, soft drink, ice cream, instant coffee, cleaning agents, energy dri ...
, and SAP currently use gamified training modules to educate their employees and motivate them to apply what they learned in trainings to their job. According to a study conducted by Badgeville, 78% of workers are utilizing games-based motivation at work and nearly 91% say these systems improve their work experience by increasing engagement, awareness and productivity. In the form of occupational safety training, technology can provide realistic and effective simulations of real-life experiences, making safety training less passive and more engaging, more flexible in terms of time management and a cost-effective alternative to practice.


Politics and terrorist groups

Alix Levine, an American
security" \n\n\nsecurity.txt is a proposed standard for websites' security information that is meant to allow security researchers to easily report security vulnerabilities. The standard prescribes a text file called \"security.txt\" in the well known locat ...
consultant, reports that some techniques that a number of extremist websites such as Stormfront and various terrorism-related sites used to build loyalty and participation can be described as gamification. As an example, Levine mentioned reputation scores. The Chinese government has announced that it will begin using gamification to rate its citizens in 2020, implementing a
Social Credit System The Social Credit System () is a national credit rating and blacklist being developed by the government of the People's Republic of China. The social credit initiative calls for the establishment of a record system so that businesses, indivi ...
in which citizens will earn points representing trustworthiness. Details of this project are still vague, but it has been reported that citizens will receive points for good behavior, such as making payments on time and educational attainments.
Bellingcat Bellingcat (stylised as bellngcat) is a Netherlands-based investigative journalism group that specialises in fact-checking and open-source intelligence (OSINT). It was founded by British journalist and former blogger Eliot Higgins in July 20 ...
contributor Robert Evans has written about the "gamification of terror" in the wake of the El Paso shooting, in an analysis of the role
8Chan 8kun, previously called 8chan, Infinitechan or Infinitychan (stylized as ∞chan), is an imageboard website composed of user-created message boards. An owner moderates each board, with minimal interaction from site administration. The site h ...
and similar
board Board or Boards may refer to: Flat surface * Lumber, or other rigid material, milled or sawn flat ** Plank (wood) ** Cutting board ** Sounding board, of a musical instrument * Cardboard (paper product) * Paperboard * Fiberboard ** Hardboard, a ty ...
s played in inspiring the massacre, as well as other acts of
terrorism Terrorism, in its broadest sense, is the use of criminal violence to provoke a state of terror or fear, mostly with the intention to achieve political or religious aims. The term is used in this regard primarily to refer to intentional violen ...
and mass shootings. According to Evans, " at we see here is evidence of the only real innovation 8chan has brought to global terrorism: the gamification of mass violence. We see this not just in the references to “high scores”, but in the very way the Christchurch shooting was carried out.
Brenton Tarrant On 15 March 2019, two consecutive mass shootings occurred in a terrorist attack on two mosques in Christchurch, New Zealand. The attacks, carried out by a lone gunman who entered both mosques during Friday prayer, began at the Al Noor Mosque ...
livestreamed his massacre from a helmet cam in a way that made the shooting look almost exactly like a
First Person Shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the pl ...
video game. This was a conscious choice, as was his decision to pick a sound-track for the spree that would entertain and inspire his viewers."


Technology design

Traditionally, researchers thought of motivations to use computer systems to be primarily driven by extrinsic purposes; however, many modern systems have their use driven primarily by intrinsic motivations. Examples of such systems used primarily to fulfill users' intrinsic motivations, include online gaming, virtual worlds, online shopping, learning/education, online dating, digital music repositories, social networking, online pornography, and so on. Such systems are excellent candidates for further 'gamification' in their design. Moreover, even traditional management information systems (e.g., ERP, CRM) are being 'gamified' such that both extrinsic and intrinsic motivations must increasingly be considered. As illustration, Microsoft has announced plans to use gamification techniques for its Windows Phone 7 operating system design. While businesses face the challenges of creating motivating gameplay strategies, what makes for effective gamification is a key question. One important type of technological design in gamification is the player centered design. Based on the design methodology
user-centered design User-centered design (UCD) or user-driven development (UDD) is a framework of process (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or proc ...
, its main goal is to promote greater connectivity and positive behavior change between technological consumers. It has five steps that help computer users connect with other people online to help them accomplish goals and other tasks they need to complete. The 5 steps are: an individual or company has to know their player (their target audience), identify their mission (their goal), understand human motivation (the personality, desires, and triggers of the target audience), apply mechanics (points, badges, leaderboards, etc.), and to manage, monitor, and measure the way they are using their mechanics to ensure it is helping them achieve the desired outcome of their goal and that their goal is specific and realistic.


Authentication

Gamification has also been applied to
authentication Authentication (from ''authentikos'', "real, genuine", from αὐθέντης ''authentes'', "author") is the act of proving an assertion, such as the identity of a computer system user. In contrast with identification, the act of indicatin ...
. For example, the possibilities of using a game like '' Guitar Hero'' can help someone learn a password implicitly. Furthermore, games have been explored as a way to learn new and complicated passwords. It is suggested that these games could be used to " level up" a password, thereby improving its strength over time. Gamification has also been proposed as a way to select and manage archives. In 2013 Australian technology company Wynbox recorded success in the application of its gamification engine to the hotel booking process.


Online gambling

Gamification has been used to some extent by online casinos. Some brands use an incremental reward system to extend the typical player lifecycle and to encourage repeat visits and cash deposits at the casino in return for rewards such as free spins and cash match bonuses on subsequent deposits.


History

The term "gamification" first appeared online in the context of computer software in 2008. Gamification did not gain popularity until 2010. Even prior to the term coming into use, other fields borrowing elements from
videogames Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback ...
was common; for example, some work in learning disabilities and scientific visualization adapted elements from videogames. 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. Several researchers consider gamification closely related to earlier work on adapting game-design elements and techniques to non-game contexts. Deterding ''et al.'' survey research in
human–computer interaction Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design te ...
that uses game-derived elements for motivation and interface design, and Nelson argues for a connection to both the
Soviet The Soviet Union,. officially the Union of Soviet Socialist Republics. (USSR),. was a List of former transcontinental countries#Since 1700, transcontinental country that spanned much of Eurasia from 1922 to 1991. A flagship communist state, ...
concept of
socialist competition Socialist competition or socialist emulation (, "sotsialisticheskoye sorevnovanie", or , "sotssorevnovanie") was a form of competition between state enterprises and between individuals practiced in the Soviet Union and in other Eastern bloc state ...
, and the American management trend of "fun at work". Fuchs points out that gamification might be driven by new forms of ludic interfaces. Gamification conferences have also retroactively incorporated simulation; e.g. Will Wright, designer of the 1989
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
SimCity, was the keynote speaker at the gamification conference Gsummit 2013. In addition to companies that use the technique, a number of businesses created gamification platforms. In October 2007,
Bunchball Bunchball provides a cloud-based software as a service gamification product intended to help companies improve customer loyalty and online engagement using game mechanics.Dunder Mifflin Infinity "Dunder Mifflin Infinity" is the third and fourth episode of the fourth season of the American comedy television series ''The Office'', and the show's fifty-sixth and fifty-seventh episode overall. The episode was written by Michael Schur, who ...
, the community site for the NBC TV show ''
The Office ''The Office'' is a mockumentary sitcom created by Ricky Gervais and Stephen Merchant, first made in the United Kingdom, then Germany, and subsequently the United States. It has since been remade in ten other countries. The original ser ...
''. Bunchball customers have included Playboy, Chiquita, Bravo, and The USA Network. Badgeville, which offers gamification services, launched in late 2010, and raised $15 million in venture-capital funding in its first year of operation. Gamification as an educational and
behavior modification Behavior modification is an early approach that used respondent and operant conditioning to change behavior. Based on methodological behaviorism, overt behavior was modified with consequences, including positive and negative reinforcement conti ...
tool reached the
public sector The public sector, also called the state sector, is the part of the economy composed of both public services and public enterprises. Public sectors include the public goods and governmental services such as the military, law enforcement, inf ...
by 2012, when the
United States Department of Energy The United States Department of Energy (DOE) is an executive department of the U.S. federal government that oversees U.S. national energy policy and manages the research and development of nuclear power and nuclear weapons in the United States ...
co-funded multiple
research Research is "creative and systematic work undertaken to increase the stock of knowledge". It involves the collection, organization and analysis of evidence to increase understanding of a topic, characterized by a particular attentiveness ...
trials, including consumer behavior studies, adapting the format of
Programmed learning Programmed learning (or programmed instruction) is a research-based system which helps learners work successfully. The method is guided by research done by a variety of applied psychologists and educators.Lumsdaine A.A. 1963. Instruments and media ...
into mobile microlearning to experiment with the impacts of gamification in reducing energy use. Cultural anthropologist Susan Mazur-Stommen published a business case for applying games to addressing climate change and
sustainability Specific definitions of sustainability are difficult to agree on and have varied in the literature and over time. The concept of sustainability can be used to guide decisions at the global, national, and individual levels (e.g. sustainable livi ...
, delivering research which "...took many forms including card-games (Cool Choices), videogames (Ludwig), and games for mobile devices such as smartphones (Ringorang) .9" Gamification 2013, an event exploring the future of gamification, was held at the
University of Waterloo Stratford Campus The Stratford School of Interaction Design and Business, also known as the University of Waterloo Stratford School and formerly the University of Waterloo Stratford Campus, is a satellite campus of the University of Waterloo located in Stratf ...
in October 2013.


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 labor 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. A March 2022 consultation paper by the Board of the International Organization of Securities Commissions (IOSCO) questions whether some gamification tactics should be banned.


Criticism

University of Hamburg researcher
Sebastian Deterding Sebastian may refer to: People * Sebastian (name), including a list of persons with the name Arts, entertainment, and media Films and television * ''Sebastian'' (1968 film), British spy film * ''Sebastian'' (1995 film), Swedish drama film ...
has characterized the initial popular strategies for gamification as not being fun and creating an artificial sense of achievement. He also says that gamification can encourage unintended behaviours. Poorly designed gamification in the workplace has been compared to
Taylorism Scientific management is a theory of management that analyzes and synthesizes workflows. Its main objective is improving economic efficiency, especially labor productivity. It was one of the earliest attempts to apply science to the engineeri ...
, and is considered a form of micromanagement. In a review of 132 of the top health and fitness apps in the Apple app store, in 2014, using gamification as a method to modify behavior, the authors concluded that "Despite the inclusion of at least some components of gamification, the mean scores of integration of gamification components were still below 50 percent. This was also true for the inclusion of game elements and the use of health behavior theory constructs, thus showing a lack of following any clear industry standard of effective gaming, gamification, or behavioral theory in health and fitness apps." Concern was also expressed in a 2016 study analyzing outcome data from 1,298 users who competed in gamified and incentivized exercise challenges while wearing wearable devices. In that study the authors conjectured that data may be highly skewed by cohorts of already healthy users, rather than the intended audiences of participants requiring behavioral intervention. Game designers like
Jon Radoff Jon Radoff (born September 17, 1972) is an American entrepreneur, author and game designer. His work has focused on online communities, Internet media and computer games. He is CEO and co-founder of Beamable, a Live Game services platform tha ...
and Margaret Robertson have also criticized gamification as excluding elements like storytelling and experiences and using simple reward systems in place of true game mechanics. Gamification practitioners have pointed out that while the initial popular designs were in fact mostly relying on simplistic reward approach, even those led to significant improvements in short-term engagement. This was supported by the first comprehensive study in 2014, which concluded that an increase in gamification elements correlated with an increase in motivation score, but not with capacity or opportunity/trigger scores. The same study called for standardization across the app industry on gamification principles to improve the effectiveness of health apps on the health outcomes of users. MIT Professor Kevin Slavin has described business research into gamification as flawed and misleading for those unfamiliar with gaming. Heather Chaplin, writing in ''
Slate Slate is a fine-grained, foliated, homogeneous metamorphic rock derived from an original shale-type sedimentary rock composed of clay or volcanic ash through low-grade regional metamorphism. It is the finest grained foliated metamorphic rock. ...
'', describes gamification as "an allegedly populist idea that actually benefits corporate interests over those of ordinary people". Jane McGonigal has distanced her work from the label "gamification", listing rewards outside of gameplay as the central idea of gamification and distinguishing game applications where the gameplay itself is the reward under the term "gameful design". "Gamification" as a term has also been criticized.
Ian Bogost Ian Bogost is an American academic and video game designer, most known for the game ''Cow Clicker''. He holds a joint professorship at Washington University as director and professor of the Film and Media Studies program in Arts & Sciences and ...
has referred to the term as a marketing fad and suggested "exploitation-ware" as a more suitable name for the games used in marketing. Other opinions on the terminology criticism have made the case why the term gamification makes sense. In an article in the ''LA Times'', the gamification of worker engagement at
Disneyland Disneyland is a theme park in Anaheim, California. Opened in 1955, it was the first theme park opened by The Walt Disney Company and the only one designed and constructed under the direct supervision of Walt Disney. Disney initially envisio ...
was described as an "electronic whip". Workers had reported feelings similar to slavery behaviors and whipping sense.


See also

*
Egoboo Egoboo is a colloquial expression for the pleasure received from public recognition of voluntary work. The term was in use in science fiction fandom as early as 1947, when it was used (spelled "ego boo") in a letter from Rick Sneary publish ...
, a component of some gamification strategies


Notes


References


Further reading

* Boller, Sharon; Kapp, Karl M. (2017). ''Play to Learn: Everything You Need to Know About Designing Effective Learning Games.'' ISBN 978-1562865771. * * * *Gray, Dave; Brown, Sunni; Macanufo, James (2010). ''Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers.'' ISBN 978-0596804176. * * * * * * * * * * Routledge, Helen (2015). "Why Games Are Good For Business: How to Leverage the Power of Serious Games, Gamification and Simulations". Palgrave Macmillan. * * {{Authority control Behavioral economics Gaming User interface techniques