Gamification has been around for almost twenty years  and has already created a lot of opportunity and innovation, as well as confusion and frustration. Many creative minds have accepted the challenge — and results —of applying game mechanics into non-game fields such as healthcare, finance, and more.
However, one question remains: does gamification still have merit and a solid position in our daily pursuit of innovative approaches?
In this article, we explore the concept of viewing gamification as a toolbox. This idea is not always fully comprehended, which can lead to confusion. When someone indicates the need for gamification, others may not understand that they are only asking for the toolbox. The focus, rather, should be on identifying the appropriate gamification tool(s) to apply, as the right or wrong tool can make a huge difference in the success or failure of the job.
Take for example discovery and learning. Applying game concepts to the field of learning is very much par for the course in the use of gamification, for both child-centered and adult-oriented education. We see this “fun” in the form of gamification, continually expanding into other learning areas, such as WorkPlace Learning, where AR/VR/MR and reward-centric gaming tools can be used to teach environmental awareness, physical exercise, recruitment, onboarding processes, and more.
Motivation is another area where gamification can have a major impact. Given that games in general have shown the ability to provide and satisfy an internal need to drive toward a goal, applying game principles to encourage and motivate is definitely a sweet spot for gamification.
Gamification has proven its effectiveness in many other areas, including habits and rewards, bonding and team building, problem solving, and changing perspectives. There are many scenarios in which gamification can be used. To learn more, read the full article here.
- The term “gamification” was coined by Nick Spelling in 2002. The Origins and Future of Gamification https://scholarcommons.sc.edu/cgi/viewcontent.cgi?article=1255&context=senior_theses
Written in collaboration with, and illustrated by, Dixon Cheung, an experienced Product Specialist in gamification and branding