GAMIFICATION Nikita Iyer Strategic Design Management National Institute of Design‚ Gandhinagar‚India nikita.i@nid.edu 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
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Gamification has become an interactive way on bringing the world of gaming into the workplace. A perfect example would be that of you feeding your baby and pretending it is a rocket ship in order to get your child to think it’s a game. It’s a win-win for the both of you. When I was watching the NBA finals‚ they kept asking the fans to tweet #NBAFINALS with a picture of themselves and who ever has the most inventive picture would be posted on TV during the game. It’s a reward for the viewer (5 seconds
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70 percent of global organizations will have incorporated gamification into at least one element of their training program by 2014 according to research firm Gartner. Gamification‚ put simply‚ is the use of game theory in platforms of interaction with employees‚ customers and the wider community. The advent of game technology allows training providers to integrate the positive reinforcements of gaming into the learning environment. While some may roll their eyes and make some assertion that big business
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being a player in the Collaborative Consumption space‚ aims to promote the noble idea of sharing things. Instead of buying new things for one time use or so‚ people should rather rent them or get them from someone who doesn’t need them. Adding Gamification elements to ShareAll’s services should result in one (or more) of the following: 1. Existing customers may be motivated to share more products‚ in turn protecting ShareAll’s position in the market. 2. New customers will be prompted to share
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about gamification and game design‚ it ’s time to use them. For this final task‚ we ask you to bring together creativity‚ technical feasibility‚ and business realities. You are approached by Rashmi Horenstein‚ the CEO of ShareAll‚ a prominent company in the hot collaborative consumption space. (If you aren’t familiar with the concept‚ some good resources are CollaborativeConsumption.com and the March 9‚ 2013 cover story in the Economist.) She knows you are one of the top experts on gamification‚ which
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Executive Memorandum To: Miree‚ Professor at AUBG From: Georgi Ivanov Date: November 16‚ 2011 Topic: Gamification in the Workplace The paper examines a new trend in workplace design called “gamification”. Gamification is defined as using concepts derived from video games and applying them in businesses to enhance motivation‚ raise productivity and lower turnover. The areas of effect discussed are motivation‚ cooperation‚ productivity and employee happiness. The text looks at which characteristics
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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
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Gamification: A revolutionary phase for HR management or myth? Gamification… It’s a new word so I think you are going to learn at least a new term today. Gartner‚ Inc defines Gamification as the concept of applying game mechanics and game design techniques into non-gaming environment to engage and motivate people to achieve their goals. Gamification began to percolate in companies during 2010 when Badgeville started using this term to define their behaviour platforms1. Gamification has started
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• Introduction Hook Background information Thesis Statement I will argue that gamification has the potential to engage and motivate users to achieve client set goals. Gamification utilizes user’s desires for reward impulses which revolve around the idea of Status and Achievement. Outline Use evidence to show how gamification benefits society • Paragraph 1 Topic Sentence How gamification can improve the work place Example/Reasons 1. Games increase optimism‚ build a social fabric
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however numerous kids aren’t that eager to learn. Kids today are more worried about video games or their phone instead of their education. Imagine if there was an approach to make learning enjoyable for children. Well there is‚ it’s called gamification. Gamification is the process of combining game mechanics into lessons to attract and engage students to learn according to Gabe Zichermann‚ an expert in educational gaming. In spite of the fact that it’s been said that computer games cause indolence
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