• Anusha

About gamification

Updated: Mar 4

Introduction to Gamification


Gamification is very effective especially for the employees who carry out the high volume and major tasks to make it the perfect tool with high rates.


This can make the employees engage with their own satisfaction for the companies when they start to realize the presence that could cost them when it comes to attracting and retaining talent. However, the effect of the ‘Glassdoor Effect’ has allowed building up to where the employees really need for work.


Some who had received the training which was done by gamification was good and others who had received non-gamified training were unproductive.



About gamification and what it is


Gamification is used in application and process that tries to improve and solve the problem by thinking some of the quality of data and time by learning through self-expression.


A British computer programmer and inventor called Nick Pelling had introduced gamification which was started in the year 2003.




How does gamification work?


Gamification is the application of marketing or educational content to an interface that introduces mechanics with a separate type of content that exploits the motivations to inherent the games.



It is an impact that mortifies the employees through their behavior.

  • Motivation

Some of the employees work very hard to get good no of opportunities by accepting the rewards and recognize.

  • Controlling the sense

Some of the application in games makes the employees feel in being of control which helps make feel free when they are in tough times.

  • Cues in Action

Some of the employees are very prompt to complete the tasks of the apps which helps to know about their whereabouts.

  • A sense of competition

People who are competitive in nature have some goals to set and try to complete themselves with others.



Game design elements


Some of the Game design elements are the basic building blocks of gamification applications.



  • Points

Points are some of the important elements of a multitude of games and application which are rewarded for the successful activities of the environment with numerically player's progress.


  • Badges

Badges are defined as visual representations that can be earned and collected in the environment which achieves, and symbolize their merits, to show their accomplishment levels or goals. When we will depend on a specific number of points on particular activities within the game it has many functions that serve the goals from the winning player, or virtual status symbols that provide to indicate the players that have performed.




  • Leader boards

Leader boards have done good success by measuring them in competitive indicators for the progress that relates to one’s own performance to others. However, this motivational positional of leader boards have been mixed with Hunter that affects the motivators only if they are left to the next level or position. This can be caused to create social pressure and increase the level of engagement with a constructive effect on participation and learning.



  • Performance of graphs

Performance graphs provide some of the information which was performed by the player in the games compared to their leader boards that do not compare the player's performance to other players. Some of the social standards that have been performed by the graphs are based on an individual reference which displays the player's performance over a fixed period when they focus on improvements.



  • Meaningful stories

The stories are game design elements that could not connect to the player's performance. This narrative context can be applied through which a gamified application can be embedded in the activities and characters in the game which gives them meaningful achievements. This story can be communicated by complex or contemporary role-playing video games that can be narrated contexts in oriented non-game contexts and real-world settings. Some of the stories that are very important in the applications of games are having the meaning of real-world activities.



  • Avatars

Avatars are visual representations of players in the environment that can choose to create in a designed manner in simple pictogram complex animated, three-dimensional representations. Their main formal requirement is that they are unmistakably identifying the players and set them apart from other human or computer-controlled avatars which can allow the players to adapt or create in cooperative games.


  • Teammates

Teammates are other real players or virtual non-player characters that induce some of the conflict, competition, or co-operation that can foster by introducing the teams, which is created by the player of the groups that have worked together.



Some of the companies’ gamification is used


There are seven companies that are using this training tool within their business environment correctly.

  • Group on. ...

  • Cablevision. ...

  • Canon. ...

  • E bay. ...

  • March of dimes. ...

  • Harris Bank ...

  • Hilton Garden Inn.



About e-Learning in Gamification

It is the elements of games that are used to provide to do reason at the same thing which includes user embedded in the plots that are used with the user.

Some of the 5 techniques that are used in e-learning in gamification



  • A narration of the story

A Lot of games have been narrated by the story behind them by wrapping with a good storyline and theme that can help them in better gamification and plays a very big role in a successful integration in the elements like points, badges, scores.

  • Interactivity and Engagement

Gamification has built the concept of making learning in various techniques that are used by people who might have seen with well experienced a good module remembers different actions that they could perform as a learner by choosing the correct option.

  • Rewards and Recognition

Every logical human gets recognized and rewards that always learn with the help of elements like scoring points, badges, leader boards, and different tasks of achieving the social media that becomes a part of our everyday lives, which shares their scores and recognition on these social media platforms too.

  • Competition

This can promote healthy competition among the learners when the leader board is having such a powerful way to promote competition that displays the respective scores of the learners that help in creating a competition among the learners to finish their tasks to earn more points that reach a higher position.

  • Feedback

Feedback is a key part of e-learning that outcomes the actions and interactions with online learning that ensures instant feedback to the learners and provides the learner which they have progressed.


Is Kahoot gamification?



Kahoot is one of the best gamification tools that have gained popularity among the simple to establish active work through dynamics in the classroom. It also allows teachers to create surveys, questionnaires, and discussions.


About Game Mechanisms


The components of a game are called game mechanics which have different sets with combinations that can be used to engage or motivate the user.

  • Virtual currency

  • Award Trading and gifting

  • Badges

  • Leveling Up

  • Leader Boards

  • Progress Bar

  • Challenges between the user


Other Game mechanisms:



  • Goals:

It participates the work towards a particular thing to find the hidden among others.

  • Status:

This user can level up through various modules in the gamification to gain status.

  • Community

To achieve the specific goals these teams work together and bring about the desired outcome.

  • Education

To navigate the process and participate through games they are given tips and tricks which will help to learn in gamification.

  • Rewards:

To get some of the rewards such as Badges, points that help us to motivate participants.


About working in Gamification


Some of the apps that people can download such as Candy Crush and my craft through their smartphones and tablets which they can generate plenty of revenue for their creators.


Some of the company that can simply create the graphics with a hidden picture inside has a lot of graphics which took for more than 30 minutes to create when the company gets rewarded with a lot of expectances.


Can Gamification Really Motivate People?



These provide some of the motivation when it is executed properly to work when you have three different elements:

  • Context:

These gamification elements have a marketing strategy or online course that should relate to the industry or even to a very specific topic.

  • Value

Some of the participants need the good value from the activity, whether it is status, rewards, or knowledge.

  • Success

When you make gamification too complex then nobody will complete the challenge to create the engagement or objectives that must be achieved.


Gamification Help in Small Businesses



It is another tool of marketing that teaches help in small businesses by the content into interactive, reward through motivation.


Some of the small business owners want to target the customers and share their content with friends, family members, and colleagues who they can create the online class for the fitness about the achievement in social media by using the hashtag to earn the points and achieve their goals and share some of the messages which create a new idea for the customers so that they can win the award every time when they play.


This doesn’t have to be complex either expensive but it is just an imagination.


Games Vs Gamification



This game has some of the purposes which exist in a single structure that exists for a specific purpose which entertains some of the rules, at the end of the game, that declare as the winner.


This is completely different from others that involve adding game mechanics to existing materials and assets which is more interesting to participate in the business.


Gamification is used in day to day life


  • Applications



Some forms which can exist through application must be relevant to the audience that can provide motivation through a small business that operates and attracts customers.


  • Marketing

People have a lot of opportunities to publish some of the strategies such as website, social media, and blog which incorporate through online courses who concentrates on fitness before. There could be a partner who has a nutritionist or a professional athlete that can collaborate.

  • Inspiration

This is perfect to realize the challenge that followers to compete against one another or to meet an objective which they will feel better than more inspired to work hard for the gamification in the industry.

  • Health



Some of the apps that have created through health care like Insurance companies, which providers some theory that reach their fitness and nutrition through completion with friends and walked, miles with healthy calories which has consumed.


Some of the family and their members work towards weight-loss and fitness goals.

  • Work

Some of the employees have engaged through apps that engage their employees and contract their workers by using points, badges, leader boards, quizzes, and other game mechanics to keep the employees engaged.


Some of the employees get to progress through various modules that show each employee that compare to others.

  • Education

Now a day’s education can become the main focus for teaching the elements that help customers to learn faster and retain some of the information that is satisfied with the process.


Some of the customers take place through quizzes after completing certain milestones of education that help you build community and establish with your customers.

  • Politics

During election seasons we can encourage a lot of people to vote which is under the jurisdictions. When they have visited the polls they get stickers to shout for propaganda to whom that they have voted.

  • Technology Design

There is a perfect design in pairing between the technologies which involve aesthetics, sensibilities, and navigation to create the engagement.

  • Authentication

Gamification has already been used for authentication that has solved the problem which makes the process lead with consumers.

  • History



During the 19th century, the company called Sperry & Hutchinson had sold some of the green stamps which are an early version of trading cards to the supermarkets that would use the stamps to reward their customers.


Anusha

promo@p66.me

www.p66.me


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