Gamification is the application of game-design elements and game principles in non-game contexts. It is the use of game mechanics to drive behaviour and engagement. Gamification creates a way for employees to monitor their progress at the workplace and act from a place of intrinsic motivation.
The global gamification market was valued at $2.17 billion in 2017 and is expected to reach $19.39 billion by 2023. The biggest benefit regarding gamification, is its ability to keep employees engaged.
It is important to note that gamification is not the same as gaming.
When planning to design technology-based gamification, it is recommended that the following is included. Each inclusion is there for a specific reason:
- Points – Tangible & measurable evidence: Used to keep score and establish status or accumulated to purchase virtual or real goods. Users can earn points through activities, sharing, contributing, or by creating something useful to others.
- Notifications – Immediate Feedback: Encourage users to continue or adjust their activities with onscreen notifications, text messages or emails. Congratulate a user for reaching a goal, encourage the next step to a milestone or promote a new reward.
- Individual / Team Profiles – Transparency: Show users exactly where they stand on the metrics that matter to you and to your audience. Individual and team profiles show progress in real-time and historically. Leader boards show who’s just ahead and who’s behind as well as overall ranking on any number of metrics.
- Missions / challenges – Goals to achieve: Missions or challenges give users a purpose for interaction and educate users about what is valued and possible within the experience.
- Badges – Evidence of accomplishment: An indicator of accomplishment or mastery of a skill is especially meaningful within a community that understands its value.
- Levelling Up – Status within the community: Levels indicate long-term or sustained achievement. Used to identify status within a community and to unlock new missions, badges, activities, and rewards.
- Competition – Comparison to others: Raise the stakes for accomplishing a goal by showing users how they compare to others, as individuals or in teams. Encourage competition with time-based, team and individualised leader boards.
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