What is “Gamification”?
Millions of people worldwide come in touch with gamification every day, although often they don’t realize it. The term is one of the buzz words in the marketing professionals’ community, but it is still unknown to the wide audience.So nextly the term is going to be explained and analysed..
At the most fundamental level, gamification is the concept of using game mechanics to drive game-like engagement and actions in a non-game context (Deterding, Dan Dixon, andNacke, 2011). The logic behind gamification is simple. Most people like to play at least some sort of game. Hide and seek, chess or the latest computer games are all examples of games being played every day. But in everyday life, we are often presented with activities we dislike, whether it is boring chores or stressful work. By introducing game mechanics into activities to make them more game-like (read fun, rewarding and desirable), people would possible want to take part in these tasks proactively and continuously. This process is called gamification.For example, gamification of education can make students want to go to school and learn.
Gamification of work can make people excited about work and boost productivity. Gamification of commerce in hospitality industry can give customers-guests special offers and reward them for purchases.
How did it start?
The use of the word gamification dates back to 2004. It may have been Nick Pelling, aBritish-born game programmer, who first coined the word for his so called “gamification consultancy” company (Pelling, 2012). His idea was to help companies evolve their products into entertainment platforms. His vision was that every device would soon become a game. His company closed due to lack of customer inter...
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... as Clubs (Killers), Hearts (Socializers), Spades (Explorers) andDiamonds
(Achievers)
Achiever
These are players who prefer to gain ”points”, levels, equipment and other concrete measurements of succeeding in a game. They will go to great lengths to achieve rewards that confer them little or no gameplay benefit, simply for the prestige of having it. Every game that can be completely ”beaten” in some way appeals to the Achiever play style by giving them something to accomplish. Games that offer special rewards (i.e special movies and extra endings) for beating it with a 100% completion rating appeal to Achievers. Games that cannot be completely finished but keeps going, like most multiplayer games, still hold much appeal to the Achiever if they have collectibles, such as equipment and points.
Explorer
Explorers are players who prefer discovering areas, creating map
Community is defined as a group a people living in an area under the same conditions. Realistically, a community is so much more than this definition. It is people and their different beliefs that form a community. In the town of Milagro, Amarante Cordova, Ruby Archuleta, and a town coming together to rescue a fellow community member from jail exemplify the true spirit of what community is.
A community is the feeling of togetherness felt in a setting with a group of people who share similar characteristics. Living in Scott Hall my freshman year of college, shaped my view of community quickly. Going to organized events, socializing in common areas and interacting with my Resident Advisors gave me an ideal
community, although its important to note that we still have a long way to go. Slowly but
At the outset of the selected topic concerning Motivation and Satisfaction, it is imperative to clarify and elucidate what both these terms – Motivation; and Satisfaction– actually mean and connote in the psychological framework.
Video games. They provide an escape from reality to explore worlds and realms beyond our own. However there is a lot of controversy surrounding wether or not video games are good for you, many people are under the impression that video games turn kids and adults alike into mindless zombies hellbent on violence but in this essay I aim to convince you that not only is this untrue but that video games are actually beneficial. I’d also like to mention that too much of anything is bad for your health,for example extremely high quantities of broccoli can be toxic.
There are two approaches to games and learning, namely, Game-Based Learning (GBL) and gamification. GBL, also referred to as 'Serious Games', which are computer or video games designed for a primary purpose (education or solving a problem) other than entertainment. This involves the use of simulations to support teaching and learning. Gaming simulation is an interactive-learning environment that makes it possible to cope with authentic situations that closely mimic reality. According to Kip Kelly (2013) “serious games can allow players to apply what they have learned in an L&D [Learning and Development] experience and apply it in a safe, simulated environment. For example, health care professionals can practice a new medical procedure using a serious simulation game before introducing it in the workplace”.
How would someone define the word community? A community could be anything. If one were to listen to an everyday conservation, the word community, would probably be used very little. The word community has multiple meanings, ranging from communist or socialistic society (Emerson) to the quality of appertaining to or being held by all in common (Oxford).
Psychology plays a big role in video game addiction,it tells us what causing addiction and mental side of becoming addicted. A reward system governs the how our brain feels when we do something weather it be a chore,a job,and really anything that results in a rewarded. This comes into video games by giving us that feeling of rewarded whenever we accomplish a task in the game, we expect to always get a reward out of something. The American Psychiatric Association’s DSM-5, a manual that classifies mental disorders, list internet Gaming Disorder as “ a condition warranting more clinical research and experience before it might be considered for inclusion in the main book as a formal disorder.” Gentile says games are so compelling because they satisfy an “ABC” of human needs. ABC stands for, the A is “Autonomy, we feel like we 're in control. B is belonging, feel connected to other people. And C is competence, we like to feel that we’re good at what we do,” he says.
A Community can be defined as a group of people who don’t just live in the same area, but also share the same interests, experiences and often concerns about the area in which they live. Often when individuals have lived on a street or in an area for a while they become familiar with each other and the issues surrounding them. Children often attend the same schools and grow up together, again sharing similar experiences. In some instances adults may work together, and quite commonly all community members will share the same doctors, dentists, hospitals, health visitors and other public services and facilities.
Bedard (2015) takes an interesting approach to understanding motivation; she talks about gamification, which refers to the use of game elements in contexts other than entertainment. Businesses, she says, are increasingly “bringing game elements into the work place to motivate employees to engage in numerous kinds of efforts, from learning to creative idea generation to quality improvement” (Bedard, 2015, p. 43). It makes sense that games can serve as illustrations of motivation: people are drawn to playing games for a reason, and that reason is –often- to seek new challenges and become winners. Bedard (2015) uses the game Candy Crush Saga to analyze the different factors that motivate people; candy crush saga is a game that consists of a board
Too often, a marketing function is misunderstood, because many people do not understand what is meant by ‘Marketing’.
"Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3.
The Oxford English Dictionary defines community as "a body of people or things viewed collectively" (community, n). The digital world has further complicated commonly held ideas of community - moving it beyond physical spaces into the online world. As a result, people who are already part of a community based on where they live, go to school, and work are also able to connect with people across the globe who share similar values and interests. As such, the internet has created new means of media engagement, in that it has moved the space of fan communities online. This shift has allowed for new forms of engagement, like forums and fanfiction, to become more popular.
Plus, they play to try to release their stress, frustration, and pressure after having a hard time doing their homework or in class. Video game developers goal is to make fans happy when they play their games. Video games are meant to have a feeling of adventure, enjoyment, and excitement. It helps the player to play video games without harm. Video games also help players relax after all of their work at school, jobs, or cleaning in and outside of their home....
Let’s start with Gamification? That’s a complete misconception on what is gamification all about. Many people think Gamification is a branch of gaming, so what is Gamification really? Gamification is the craft of absorbing the fun and addicting elements in games (Game Mechanics) and applying them into real-world applications.