ABSTRACT This research paper investigates Gamification as a concept, that has emerged in the recent years, its various application in the fields of marketing, human resource management, advertising and other departments of major and minor organizations. It talks about the cause and effect on companies and consumers mapping the ongoing trends in relation to gamified platforms and examples from both,the global and the Indian context. It tells us what mantras organizations must follow to adapt to this newly adopted brainchild of the 21st century. 1. INTRODUCTION The word Gamification did the rounds around June, this year when one of my friends excitedly purchased the book ‘Reality Is Broken: Why Games Make Us Better and How They Can Change the World’, by Jane McGonigal(World-renowned designer of alternate reality games — or, games that are designed to improve real lives and solve real problems) This led to avidly watching Jane McGonigal’s 20 minute TED talk ( 2012 TED Global talk), where she explains “how games can boost our resilience, help us experience post-traumatic growth, and even give us 10 extra years of life.” “But why”, she asks, “should games be used for escapist entertainment alone?” She talks about, “how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate
change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds.” Jane believes that Cooperative gameplay, overall, has more benefits than Competitive gameplay as cooperative gameplay lifts our mood longer, strengthens our friendships more, than competing against each other,also making us more likely to help someone in real life, and better collaborators at work,boosting our real-world likeability and chances for
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