Zachary Fitz-Walter introduced gamification and explored its use in the language learning app Duolingo. He defined gamification as using game design elements to motivate non-game activities. Fitz-Walter then analyzed how Duolingo gamifies language learning through goals, feedback, challenges, progression, autonomy, relatedness and other elements. He concluded that gamification works best when it considers user motivation and goes beyond just points and badges to create an engaging experience.
22. 92% of Australians live in a household with
at least one device used for playing games
Interactive Games & Entertainment Association, 2012
http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf
23. The video game industry in Australia
netted $1.161 billion in revenue last year
Interactive Games & Entertainment Association, 2012
http://www.igea.net
33. “By 2015, More than 50 percent of organizations that
manage innovation processes will gamify those processes”
Gartner Press Release - 2011
http://www.gartner.com/it/page.jsp?id=1629214
40. “80 Percent of Current Gamified Applications Will Fail to
Meet Business Objectives Primarily Due to Poor Design”
Gartner Press Release - 2012
http://www.gartner.com/newsroom/id/2251015
49. "Fun from games arises out of mastery. It
arises out of comprehension. It is the act of
solving puzzles that makes games fun. In other
words, with games, learning is the drug”
- Raph Koster
A Theory of Fun, 2005