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Facts You Didn’t Know About Gamification Industry

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The concept of using game mechanics in non-game contexts to achieve challenging tasks was named ‘Gamification’ by Nick Pelling in 2003. It gained popularity in 2010 when several online platforms began describing their work dynamics as a ‘gamification’ technique. Corporations all over the world, in various industries, are implementing this system to improve the work of their employees, and in the educational sector for enhanced learning. The method is based on the models of token economy, where rewards are given for better performance, and audiences are captivated by higher interactivity. Gamification makes formerly simplistic and mundane tasks stimulating, competitive, and gratifying.

Major companies around the world are incorporating gamification into their business models and revamping their brands through it, you’ll be surprised to find who and how. Take a look at this infographic for interesting facts about the growing gamification industry.

Publicada em: Diversão e humor, Negócios
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Facts You Didn’t Know About Gamification Industry

  1. 1. i= nt: Ts ‘-r’CIU DIDN'T KNDW HBDUT The concept of using game mechanics, constancy, and economics to incentivize users and audiences for engagement and motivation, encouraging them to accomplish sundry challenges. AL GORE Employees can dynamically assess their performance Enriches knowledge Accentuates knowledge, VVI-IH-’ IS training & development GHMIFICFITICJN IMPDRTFINT? Augments accomplishment Improves emotional for the employees and the understanding and cordiality company ' _ I ' between people Builds employee involvement and participation ' I’ I Technology @ Work Design 1‘! Enterprise Communities Environment Education $ Government Marketing Social Good News Health — Yu-Kai Chou I 3 . 9 WHFIT HRE THE CURE DRIVES OF GFIMIFICFITIDN? According to Yu-Kai Chou, a pioneer and keynote speaker in gamification industry: Empowerment of Development & accomplishment creativity & feedback ’__ I I I I I I I I I I I I . . ' I Social Influence & : I I I I relatedness Unpredictability & curiosity . O Scarcity & impatience Loss & avoidance ' I’ I ‘———— o $ Ideas Launched ‘peop| e’s car project’ allowing customers to design their own cars Votes obtained YVJt_“i"_’°: :"_°9:“_S_____ . Videos viewed ‘My chart’ allows users to produce their video charts based on different game dynamics Within 2 weeks % Introduced ‘interactive video i0teWUPti0nS’ Increase in recollection % - eeeeeeeeeeeee % Increased interaction increase in click through rate ! “_, AUTODESK. ------------- -- o % I I I I I l I incorporated a learning program I in the free trial, and offered both I Trial usage increased in-game and real world prizes : l I l I I I %- eeeeeeeeeee % Buy clicks increased Channel revenue increased improved its virtual global sales meeting and call centers through gaming stratagems %- eeeeeeeeeee % Call time reduced Sales improved I _l . 9 WHFIT FIRE THE TOP GFIMIFIED HPPS HND WEBSITES? ’" ' ° Smartypig Fitocracy E . MindB| oom I I I Managing 1 Finances . . : Mental Health . . and Fitness Sneakpeeq O I i Recyclebank ' o Fuelgood Environment C C O SuperBetter ChoreWars 0 Household Activities, Goals and General Productivity Travelling and Food Red ROW“ TrueBlue Badges Vendors assert that through gamification strategies engagement metrics can have to increase. A study by Engagement by one-third Online commenting %- eeeeeeeee % Sharing on social media Content discovery By the end of 2015, it is expected that $1.6 billion 50% - Eugene Sheely SOURCES: http: //www. yukaichou. com/ https: //www. bunchbal| .com/ https: //badgeviI| e.com/ wiki/ Gamification http: //www. e|earninglearning. com/2015/gamificationlstatisticsl http: //www. buSinessinsider. com/ gamification—wi| |—become—a—huge—industry—2014-2 / ZILLIDNIJESIGNS I @Z| LLIONDES| liNS 8* +Z| LL|0NDES|0NS I / COMPANY/ ZILLIUNDESIGNS

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