Executive Summary
“To play a game is to engage in activity directed toward bringing about a specific state of affairs, using only means permitted by specific rules, where the means permitted by the rules are more limited in scope than they would be in the absence of the rules, and where the sole reason for accepting such limitation is to make possible such activity." Bernard Suits
Games are like the apple falling in front of Newton’s eyes. Seeing the apple fall, Newton understood something else, namely gravity. The world’s view of gaming may be a legacy of the live-to-work ethos of the Industrial Revolution; this view may keep them from seeing the powerful uses of gaming.
Gamification may be a new term, but the idea of using game-thinking and game mechanics to solve problems and engage audiences isn’t exactly new. The word “Gamification” has emerged in recent years as a way to describe interactive online design that plays on people’s competitive instincts and often incorporates the use of rewards to drive action—these include virtual rewards such as points, payments, badges, discounts, and “free” gifts; and status indicators such as friend counts, retweets, leader boards, achievement data, progress bars, and the ability to “level up.”
While some people dismiss gamification as a fad, neuroscientists are discovering more and more about the ways in which humans react to such interactive design elements. They say such elements can cause feel-good chemical reactions, alter human responses to stimuli increasing reaction times, for instance and in certain situations can improve learning, participation, and motivation. Digital games generated $25 billion in sales worldwide in 2010, and their popularity is considered to be a driver of the adoption of elements of gamification in many Internet pursuits.
Another primary driver is the rapid uptake of social networks where reward and status elements are embedded in implicit and explicit forms in
Bibliography: “Gamification by Design” by Gabe Zichemann & Christopher Cunnigham) Open Badges for Lifelong Learning by The Mozilla Foundation and Peer 2 Peer University,in collaboration with The MacArthur Foundation Gamification 101 by Bunchball, Inc, © 2010 Reinventing Customer, Employee Engagement through Gamification by Cognizant Technology Solutions