I am regularly asked to summarize my many posts. I thought it would be a good idea to publish on this blog, every Monday, some of the most relevant articles that I have already shared with you on my social networks.
Today I will share some of the most relevant articles about Gamification and in what form you can find it in today’s life. I will also comment on the articles.
Digitain: “Innovation, personalisation and gamification are definitely going to be the most exciting for us this year”. For a while now gamification has been a very exciting development in digital marketing and development. Loyalty, engagement and fun are three values that are promoted and put forward with gamification. Have a read at this article to understand what else Digitain feels they can achieve with gamification.
Gamification: the key to creating Brand Engagement. Gamification today is a major tool in making the user experience more valuable and engaging. While you may not notice it, gamification has grown significantly in the past few years. The market was valued at $6.8 billion in 2018 and will grow a projected 32 percent to $40 billion by 2024.
One example of gamification in a non-financial realm is in the workplace. Progressive companies such as Google have incorporated games into menial tasks such as entering travel vouchers that people often fill out with errors, costing the company money. Not only do employees earn rewards for correctly filing travel vouchers, but they also can earn back money by spending less on their trip. The gamified travel voucher program creates a competition to spend less, earn rewards, and save Google money in the long run.
The basic premise of gamification is that it taps into people’s aspirations and insecurities. Human emotions like desire to feel empowered; to belong and matter and build self-esteem have been found to trigger interest, excitement, pleasure and even, euphoria in gaming. gamification is vastly used in marketing today. Every brand is trying hard to crack the gamification code but only few have succeeded at driving engagement and reinforcing positive customer behavior.
Winkel and co-investigators created a platform that married many of the classic elements of gaming, such as health/experience points and levels, with image interpretation skills central to radiology. For example, in the first step of a level, a user is offered a tutorial on how to identify pneumothorax and then is tasked with determining whether or not the abnormality is present on a chest radiograph. Users gain 100 experience points for each correct answer and lose 20 for an incorrect guess. After analysis, Winkel et al. found a “significant” improvement in user’s diagnostic confidence and a drop in error rate from 39% at the start of the game to 22% by the final test.
As games become increasingly popular, so too does the concept of gamification. The software industry is no exception, with big tech companies using gamified websites for hiring programmers. Is it time to bring gamification to the software development process? How would it potentially affect software development and its future?
The report discusses many vital industry facets that influence “Global Education Gamification Market” industry acutely which includes extensive study of competitive edge, latest advancements, region-wise industry environment, contemporary market and manufacturing trends, leading market contenders, and current consumption tendency of the end user. The report also oversees market size, market share, growth rate, revenue, and CAGR reported previously along with its forecast estimation.