The
concept of gamification refers to the implementation of gaming mechanisms in
user experience designs, thereby transforming a task into a game play. The idea
is to draw the attention of the participants towards the task in the form of
games, in order to accomplish the task with fun which makes learning easier
(Koster, 2004). This is similar to adding points to the LinkedIn profile
completion task for example.
The mechanism of gaming in it, whereby the network
awards points according to the user’s information levels triggers the innate
desires within a person to take the task as a sort of competition, which is
important as well as entertaining. Thus, the sole purpose is to create challenges
and then distribute rewards depending on the completion of those challenges. (Deterding,
2011)
Some
of the advantages of gamification are its tendency to give direction and
leadership to the workers, who work towards a common goal with a self
constructed strategy just as in games. It encourages the participants to put in
a better effort by inducing a sense of competition, whereby one can be left
behind, just like in video games (McGonigal, 2011). Gamification empowers
communities and brings people together through social networks or in work
places. Apart from uniting the crowd, it gives them an objective and purpose,
which justifies their existence. This Crowdsourcing is one of the biggest
promises made by gamification. In management free companies, gamification
gathers the input of the hundreds of employees towards a desired output by the
means of collaborative tools.
While
there are positive effects of gamification some of the negative examples of
this theory is the phenomenon of edutainment, an idea that developed recently,
where schools started educating people through the means of entertainment. This
form of digitized education left the students without knowledge of core skills.
(Zichermann, 2011)
References:
References:
- Deterding, S., 2011. Meaningful play: Getting "gamification" right. Google TechTalk. Retrieved from http://www.youtube.com/watch?v=7ZGCPap7GkY [Accessed 06 December 2013]
- Koster, R., 2004. A theory of fun for game design. Phoenix, AZ: Paraglyph Press.
- McGonigal, J., 2011. Reality is broken: Why games make us better and how they can change the world. New York, NY: Penguin Press
- Zichermann, G., 2011. Gamification by design: Implementing game mechanics in web and mobile apps. New York, NY: O' Reilly Media.
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