Gamify

Post date: Jul 23, 2014 4:55:01 AM

First of all, I am reading this on a Kindle and it is a different experience for me. I'm not sure how I like not being able to feel the beginning and ending of books to see where I am and write comments. Now, I know that these are features that can be found on the kindle I am still learning how to use it so I should wait to judge the kindle's use for academic study...

As for the book, I find it very interesting. I am intrigued by the concept of Gamification. I see it's value in the first few examples and sections I have read. I am currently reading part I, since I am reading the kindle I don't know what page it is.

Target Audiences and Uses of Gamification Figure 2-2 was very helpful,

Audience: Customers, Employees, Community, Uses of Gamification: Change Behaviors, Develop Skills, Drive Innovation

Gamification is not the same as games and rewards programs. They may have points, badges, and leaderboards, but the author says this is where the similarities end.

The author also states, "Gamification is about motivating players to achieve goals that are shared by the provider and the player."

Gamification was used in the Nike shoes and sport kit that tracked movements. They want people to move (I think ultimately so they sell more products - but also to see a healthier world) so they have developed products that help to inspire and motivate people to move. The example of an energy company was used to show how gamification helped motivate people to reduce energy use. Gamification rewards require thinking about what the customer values which could vary from typical rewards and lead to social recognition and self esteem.

A bank also uses gamification to get bankers to use online banking.

How do these developers come up with these ideas? I am intrigued and want to use this idea in my field - I need more specifics. I hope that comes later. More in my next blog about this book.