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Gamification

Published on Oct 17, 2017

Informational presentation on gamification.

PRESENTATION OUTLINE

Gamification

Gamification creates a fun atmosphere to compete and excel on the job or in the classroom. “And although the term gamification has all the hallmarks of a shallow marketing buzzword, experts across the tech industry agree that there’s no denying the data: When you make work more fun, you get more and better work.” (Pcworld.com).

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These types of programs aim to clear the monotony of the workplace and it is proven to drive sales up nearly 300 percent in some cases.

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“Gamification is the process of taking something that already exists – a website, an enterprise application, an online community – and integrating game mechanics into it to motivate participation, engagement, and loyalty.” (Bunchball.com).

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Gamification can be used to fulfill most learning needs including induction and onboarding, product sales, customer support, soft skills, awareness creation, and compliance.” (Elearningindustry.com).

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“According to Gamification by Design co-author Gabe Zichermann, “gamification is 75 percent psychology and 25 percent technology.”” (Business.com).

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“Khan Academy uses gamification to enhance the learning experience for students.” (Forbes.com).

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“Badges motivate people. We generally crave outward recognition; gamification simply creates a digital version. You complete a challenge assigned through your dashboard (to add a skill or acquire more knowledge) and get a badge displayed on your profile; simple as that.” (Nice.com).

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“In many of its initial applications, gamification has had impressive results, leading global organizations such as IBM, Deloitte, and NBC to use gamification in either their marketing campaigns or workplace. Although some of the initial hype about gamification has diminished, the market is still growing.” (Technologyadvice.com).

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Not every entity sees gamification as infallibly successful. According to a contributing article from Gartner on Forbes.com, “We predict that by 2014, 80 percent of current gamified applications will fail to meet business objectives, primarily due to poor design.” (Forbes.com).

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Gartner is noted later as offering another opinion. “The research company Gartner predicts that by 2015, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay, or Amazon, and more than 70% of Global 2000 organizations will have at least one gamified application.” (myhugo.blackboard.com).

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“In the case of gamification, context matters. No evidence shows that gamification could motivate someone to do something they don't want to, and there isn't enough research into the effect of actual game design on the outcome. Likewise, gamification seems to work best in helping with short term and smaller goals.” (Lifehacker.com).