Coined first in 2002 and then popularized
in 2010, ‘gamification’ has been steadily on the rise ever since. Used to
define the way developers were incorporating social and reward techniques from
gaming into other types of software, it caught
the eye of venture capitalists the world over and was reportedly mentioned
in half of presentations by software application companies seeking funding.
So, nearly a decade on, where are we now?
Where has gamification taken us, and where will it go next?
A short past
One of the organizers of the first
conference on gamification, Gabe Zichermann,
predicted:
‘in a gamified
future, I don’t think many companies, including the government, will be able to
avoid becoming part of this trend. I think consumers will increasingly expect
and demand that experiences become more fun and engaging. We can never ever go
backward. People’s expectations have been reset. This will be the new normal.’
Gamification as a conscious technique has
been applied everywhere from healthcare and education, to marketing and
technology design – anywhere an organization wants to leverage our
natural desires to socialize, learn, master, compete, achieve, behave
altruistically, self-express, or gain status. Popular
techniques include rewards through points, badges, levels and progress
bars; leaderboards to encourage competition and self-comparison; incorporating
meaningful choice; tutorials; challenges that ramp up; and game-like
narratives.
Because gaming is so engaging – there are 1.8
billion gamers worldwide – it seemed inevitable that the same techniques
would be applied to achieve commercial and social goals. In a 2013 Forbes
survey, over 70% of companies said they were planning to use gamification
as part of their marketing and customer retention strategies. There are plenty
of obvious examples, including Starbucks’ loyalty card scheme where your
progress can be tracked online via a progress bar. The more drinks you buy, the
closer you get to a reward or new level; collect them all and you get a ‘gold
card’.
A variety of insurers and health providers
also use gamification to incentivize healthier behavior, such as discount
rewards for completed workouts and achievement badges for fitness milestones. Then
there’s HR and employee management. Gamification has been used to improve
productivity, reduce personnel issues, boost financial wellbeing and drive
commitment to organizational values. Microsoft
gamified its customer call center performance management systems in 2015 to
improve overall engagement.
So, what’s next?
With commercial growth comes research
funding. A number of organizations have published statistical
studies, gathering together the models, rules and technologies that can be
used across industries. This in turn is leading to further growth as
gamification becomes even more ‘mainstream’. It’s therefore looking likely that
gamificationwill continue to grow in appeal.
We believe that game-based learning holds
the key to making tasks more engaging – and making users more confident in
their abilities. Its educational potential seems boundless. Together with simulation
techniques, we’re using gamification to transform education for professionals,
students and salespeople across the field of IT. Simulcation Datacenter fuses
gaming mechanics – leaderboards, virtual currency, tutorials, and missions –
with simulating real-world infrastructure and common challenges faced in
datacenters. Gone are the days of classroom learning and weighty product
manuals: today’s students will be learning through experience.
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