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.
On Euroweeklynews.com: https://www.euroweeklynews.com/2020/10/08/gamification-in-gambling/
Gamification in gambling. Gamification has spread in a variety of different fields, online and offline. No matter how we approach it, people usually respond to similar catalysts and tend to display easily comparable behaviour patterns. These are the patterns that analysts work to identify and develop. By borrowing one of the central features of gamification, websites from universities to social media and yacht clubs to online casinos can introduce an appealing community atmosphere, built to provoke user engagement. Gamification is all about engagement using game mechanics in non gaming environment. This is an interesting article that gives concrete examples.
On Yogonet.com: https://www.yogonet.com/international/noticias/2020/09/28/54780-one-of-the-most-frequent-requirements-from-operators-is-gamification
Video interview with Arcangelo Lonoce, Habanero’s Head of Business Development, Europe. “One of the most frequent requirements from operators is gamification” A good video and text interview about the use of gamification and operators asking more and more to use gamification to engage, attract and get loyal users.
On Venturebeat.com: https://venturebeat.com/2020/10/09/how-social-media-and-gamification-fueled-qanons-crowdsourced-cult/
How social media and gamification fueled QAnon’s ‘crowdsourced cult’. QAnon is like a hub of conspiracy theories, attaching itself to everything from anti-vaccine ideas to climate change skepticism to mobilize people and bring them into the larger conspiracy fold.While the range of topics QAnon covers is vast, common strategies are being used to ensnare people — chief among them gamification. While QAnon may be crowdsourced, active core participants drop puzzles or clues on various websites or social platforms hinting at some larger truth for those who solve them. Gamification can be used in all purpose. Here you can see the risk not to have clear guideline and ethics around the use of game mechanics.
On Cmswire.com: https://www.cmswire.com/employee-experience/what-can-gamification-bring-to-the-enterprise/
What Can Gamification Bring to the Enterprise? Gamification uses principles and elements of game design in conjunction with non-game activities such as learning and marketing. According to the Center for Innovative Teaching and Learning, games facilitate a disposition toward collaboration, problem-solving, communication, experimentation and exploration of identities. These attributes promote success in a rapidly changing information-based culture, and contribute value to organizations that use gamification as part of the learning process.
On the tech advocate: https://www.thetechedvocate.org/making-progress-in-learning-with-gamification/
Gamification is a term that has been thrown around quite a bit lately. It involves the use of game design and game mechanics as a way to enhance contexts that are not related to games or gaming. This is done by increasing engagement, participation, competition, and loyalty. There are endless ways to implement gamification in the classroom, like with leaderboards, point systems, friendly competitions, badges, stickers, and other accolades. Gamification does not only exist in the realm of education, it has also found its way into industries like retail and healthcare.
On InfoQ.com: https://www.infoq.com/articles/book-review-infinite-gamification/
Have a read at this great book review from Toby Beresford one of the expert on Gamification. I highly recommend you buy this book, it is very clear and helps everyone to understand what needs to be put in place and what mechanics work for a good gamification campaign
On Phocuswire.com: https://www.phocuswire.com/risks-and-rewards-of-gamification-in-business-travel
The risks and rewards of gamification in business travel. A gamification program rewards travelers for compliant or desired behavior using points, prizes, gift cards and money. Such behaviors can include flying coach when employees qualify for business class, staying in a three-star versus a four-star hotel or flying company-preferred carriers versus their own personal preference, all in exchange for rewards.