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Introduction
Gamification is “the use of game mechanics and design to drive engagement in a target audience for non-game purposes to achieve a target business outcome”. This is a powerful tool to engage employees, customers, and audience to change behaviors, develop skills, and drive innovation (1). In simple words, gamification is process of using game thinking and game mechanics to engage audiences and solve problems. We believe that technology that applies gamification idea has some business opportunities, and we would like to analyze and evaluate the technology through our proposal.
Gamification technology is certainly an emerging technology, and organizations and businesses are aggressively applying this technique and technology. In 2011, Gartner predicted that, by 2015, more than 50% of organization would be applying gamification technology into their managed innovation processes, and 70% of Global 2000 organizations will have at least one gamified technology/application (2). Gartner also identified gamification as one of the emerging technologies in 2013, with market penetration of 1% to 5% of target audience. One of the key themes of Gartner’s 2013 annual report was the evolving relationship between humans and machines, and gamification was one of the technologies at the overhyped stage (3).
(“Hype Cycle of For Enterprise Architecture”) (3)
Gamification platform, which embeds gamification and technology, provides various tools, such as game mechanics and player analytics that can be integrated into a wide variety of solutions. Some of the top business uses of gamification technology are sustaining long-term customer loyalty and increasing customer advocacy in campaign. One famous study using this technology is the “Sp...
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...opportunity around gamification technology. Technology using gamification is definitely a hot and emerging technology that is worth investing. We strongly recommend NTV to invest in gamification platform, like Badgeville right now, especially in short term. However, as there are only a handful of games that last forever, users and consumers will eventually come to the fatigue stage and become tired of “earning points and badges”. Therefore, there is the need to renewing and redesigning to maintain the service. Since the technology is emerging and the hype cycle is at the very peak, it is difficult to predict the business for the long term. Gartner has also predicted that the plateau for gamification technology will be reached in “5 to 10 years”. Therefore, considering in the long term view, we don’t hold positive attitude unless Badgeville build new business models.
The simulation game empower me with great marketing skills. Many things were learned during the simulation. The game allowed me to apply basic marketing concept in realistic environment.
Will Wright is the guest editor at Wired magazine and cofounder of Maxis, a game development company. On April 2006 he wrote the “Dream Machines” story in Wired, which expressed his opinion on video games. He wrote about his vision on them and he defended the opinion that video games not that bad how a lot of people think. In his article, he discusses that games have positive effects on children and teenagers’ minds. For example, he shows that children use a science method to understand games’ rules; before they will find the right button they do a lot of mistakes. He believes that this type of tactic improves children’s critical thinking. Furthermore, he gives an example that when you are watching a movie you cannot do anything and for some people it is boring; however, when you play video games you should control everything by yourself what is more interesting. At the end of his text, Will Wright explains that some games can give teenagers a chance to have an experience in some types of interesting professions. For instance, the game American Army gives people a chance to control a soldier and understand how to be a soldier in a real life. Thus, the writer tries to defend video games and he
The case study highlighted that the new game Wii introduced by the company had the ability to attract individuals considered non-gamers or casual gamers. The Wii was not as powerful or technologically advanced as the Xbox 360 and the PS3, but its success lies in its ability to provide a new means of playing video games. The innovative design of the Wii’s controller, which had built in motion sensors, created a whole new gaming experience for users - on...
In today’s world one thing you don’t hear everyday is learning is fun. For some it can be, but many children aren’t that excited to learn. What if there was a way to make learning fun for kids? Well there is, its called gamification. Gamifiction is the process of using game thinking and game mechanics to engage audiences according to Gabe Zichermann an educational gaming expert. Though its been said that video games cause laziness and violence in kids, we now know that video games can be a significant learning tool in early child development. Research has shown that video games help children with multitasking skills and can also increase fluid intelligence, which is the intelligence we use to solve problems (Zichermann). Video games may be more beneficial than we thought.
The industry of games is undoubtedly appealing and it has been just a matter of time until their alluring power entered in our day by day activities. The concept of gamification may look as a new idea at a first sight, but if you track down the history of gamification it is evident that this notion of using game mechanics and dynamics has always been in our lifestyle. However, technology has been progressed, thus creating new opportunities but the foundation of gamification remains the same: Gamification applies game dynamics and mechanics to activities beyond traditional games. Assuredly, the idea is very promising and it is too worthy to be ignored.
Alphabet Games changed strategy to overcome competitors in the market. Also the technology influence changes in strategic management. A latest technology which Alphabet games quickly realized the need for more than good looks to make great video games. Graphics must be compelling and engaging and fun. Video games have become more like life, the company has adopted the concept of the game worlds and must react in a realistic manner. This led to the development of the player created content. To help in improving the market ability and increase the number of customers. As new technologies are as a rule always acquainted with the business sector, pace is vital for staying focused and new markets must be spearheaded
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”.
... Daniel Veit. "More than Fun and Money. Worker Motivation in Crowdsourcing - A Study on Mechanical Turk." Proceedings of the Seventh Americas Conference on Information Systems (2011): 1-11. Web.
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
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.
Most systems are “function-focused” designed to get the job done quickly, however, Human-Focused Design remembers that people in the system have feelings, insecurities, and reasons why they want or do not want to do things, and therefore optimizes for their feelings, motivations, and engagement. Inside the games there are “objectives”, such as killing the dragon or saving the princess, or in Math Games like dreambox to learn/practice Math, but actually the main purpose of a game is to please the human inside, to keep the player happily entertained. Through games, we are learning how to master motivation and engagement. Games have the amazing ability to keep people engaged for a long time, build relationships and trust between people, and develop their creative potential. In a nutshell, gamification is a way to engage people by making something that’s not a game feel like a game.
People suspect the growth of this competitive scene is due to the gambling aspect of gaming. In 1994, the Kiplinger Washington Letter stated, “Gambling will be the fastest growing industry of the Nineties.” This statement is very true and applies to competitive gaming as well. As soon as you enter the world of competitive gaming, it's nearly impossible to leave. The industry of competitive video gaming has been up and coming, but now it is at it's peek. The world around us is changing every day, similar to the world of competitive sports, but the world of competitive gaming is here to stay.
Have you ever thought that video games could bring more positive to a person than negative? Video games have been around for a very long time and new games are being made at this moment. All around the world, There are gamers playing all kinds of games at this moment. In April 2013, nearly 671 million people worldwide played an online game using a desktop or a laptop and 145 million played on a daily basis. With these kind of numbers what effects have been playing these games brought for all these people? Improved cognitive skills, problem solving, and social connections are just a few of the positive effects video games bring to teenagers.
In this report, advantages, disadvantages, uses, and the relationship of Virtual Reality, Gamification, Big Data, and Gesture Control will be discussed.
One of the attributes of gamification of education is that it lends itself to reinvention. When innovation is reinvented within public schools, adoption was more likely to continue (Rogers, 2003). Gamification is a general concept and as such very tailorable to specific problem sets and is therefore highly amenable to reinvention. In the Practitioner’s Guide to Gamification of Education, the first three steps of the model all address the need to tailor (i.e. reinvent the innovation) the application of gamification to the specific problem set of the school. The steps of the model required that the target audience and context are understood, that learning objectives are specified and defined, and that the experience is structured to address the specific problems of the learner experience (Huang & Soman, 2013).