Gamification

According to wikipedia:

“Gamification is the application of game-design elements and game principles in non-game contexts.[1][2] Gamification commonly employs game design elements[1][3][4][5][2] to improve user engagement,[6][7][8] organizational productivity,[9] flow,[10][11] learning,[12][13] crowdsourcing,[14] employee recruitment and evaluation, ease of use, usefulness of systems,[11][15][16]physical exercise,[17] traffic violations,[18] voter apathy,[19] and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals.[4] However, individual and contextual differences exist.[20]

 https://en.wikipedia.org/wiki/Gamification

Why Gamification?

I strongly believe in the positivity of gamification and its benefits for its users. Adding game elements to a non-game world can make it more fun, positively addicting, and appear less challenging/more doable. All that motivates us and helps us in striving to be our best, to move forward and tackle whatever lies ahead.

Gamification does not need to look like a typical video game as you know it. Adjusted to the appropriate target group, and pushing the product’s/brand’s features, it can take any form.

Personally, I am also very interested in “offline gamification”. With technology rapdily evolding, people easily connecting wireless worldwide, we have unlimited possibilities. And though I find that amazing and definately useful, I also wonder, how far I can implement gamification elements into print (offline) products. By limiting myself, I find new solutions and also try to get away from a digital world every once in a while.

I’d be happy if you challenged me to gamify your product!

My Gamification Projects

Click on the image for more detail.

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