Gamification is simple common sense - why not apply decades of games industry design and experience to non-game businesses and software in order to attract users, improve engagement, and build loyalty and community? But the concept of gamification is mired in confusion - does it mean simply stapling a game to non-game software? “decorating” web sites with a thin veneer of game-like graphics and mechanics? Badges and leaderboards? Or is it something more subtle and powerful - thinking like a game designer in uncovering the real challenges, rewards and engagement loops in any interactive situation (and what situations in real life are not interactive in some way or another?) and building on those to make real world tasks more intuitive, engaging and fun? In this talk, we will deconstruct the concept of gamification, illustrate some of the key principles of real world gamification, and look at a few simple examples of how those principles are being applied.
CITATION STYLE
Entis, G. (2011). Beyond badges - Gamification for the real world. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 6972, p. 472). Springer Verlag. https://doi.org/10.1007/978-3-642-24500-8_69
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