Gamification is the use of game techniques for non gaming
purposes. Humans are hard wired to compete and thus gaming has become a hugely
popular and profitable industry. Gamification does not mean that systems are
becoming full- fledged games but just few game elements are being included in
them. The common elements of game mechanics are: points, levels, leaderboards,
badges and quests. Gamification is finding many uses like making websites more
engaging, driving loyalty for brands and encouraging desired behavior through incentives
and real-time feedback.
Often the objective of gamification is to make the system
more enjoyable or more efficient and further increase the loyalty, fun, revenue
and engagement. The term engagement defines the connection or the bond the
customer shares with a product or a service. There are no clear metrics to
measure engagement and page views or unique visitors may not tell the true
story behind engagement of users with products, services or websites. The benefits
of engagement are increased brand loyalty, positive word of mouth and increased
sales.
At the heart of
success of the games is a concept called flow. The experience of flow is often
defined as a spontaneous joy while performing a task. To create a highly
engaging gamified system, we must harness the power of flow. The unique thing
about gamification is that most of the times, the rewards have little or no
monetary value. According to a Gartner report, 70 % of the top 2000 companies
in the world will have at least one gamified application by 2014. But India is
far behind with less than 10% of Indian Corporations using gamification.
Successful applications of gamification: The
successful examples of gamification have been Samsung, Nike and Khan Academy.
Samsung created user-generated content by rewarding users to
participate in discussion with other users, reviewing products and watching
videos. The rewards included unlocking batches, moving up in levels and chance
to win Samsung products.
The world’s largest athletic footwear and apparel company Nike
created Nike Plus which is a social running app. The Nike app can be downloaded
into android phones and iphones and it captures the distance, pace and calories
using phone’s inbuilt GPS. The runners can also upload data and connect with
other runners.
Khan Academy also used gamification techniques very
effectively. Right answers give an instant happy face as well as movement on
multicolored progress bar. Answer the questions quickly and you are awarded
with “Picking Up Stream” award worth 100 points which you can share on Facebook
or Twitter. Another gamification element is its recommendation system that
recommends courses based on the student’s learning characteristics.
Being a buzz word, many companies are trying to implement
gamified systems. But implementing it goes beyond badges and points. The
organizations must keep the business goals for long term in mind while
designing the systems. Further they should add the fun elements to otherwise
routine tasks. They should also provide differentiated user experience.
Gamification is already producing great results wherever it
is properly implemented. Well designed game mechanics have already produced
significant improvements in brand loyalty & employee motivation
levels. Gamification experts are
encouraging people to involve game mechanics wherever possible, even in personal
life, to make those mundane daily tasks interesting. There are increasing
examples of people becoming fitter, healthier, more skillful, and more knowledgeable
with the use of gamification. Customer
Engagement Management (CEM) genre is developed with gamification at its
backbone. With exponential increase in its adoption, expect gamification to be
a major part of our professional & personal lives. So, did you measure how many
minutes it took you to read this piece? Can you do better next time?
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