Nick Pelling developed the phrase 'gamification' in 2002, and all around the world were thrilled at the possibilities it provided.
It's probably a word you've heard before. Perhaps, you have a hazy idea of what it is.
The phrase actually came with a lot of modern problems. Especially because there’s no denying that the definition of gamification is not all that universal. Not to mention the fact that the phrase has two kinds of gamification ('Structural' and 'Content').
So, is it about the user experience, a kind of behavioral design, or both? Let’s take a quick look!
Gartner attempted to redefine 'gamification' in the golden days of 2014. Gamification is defined as "the use of gaming principles and interaction design to effectively engage and inspire people to accomplish their objectives," according to Gartner.
This is a thought-provoking definition. It discusses both structural ('game mechanics') and content ('experience design'), emphasizing the significance of engagement and motivation. Nonetheless, this definition seems to be a working definition for what we know now about gamification.
To improve user experience, gamification incorporates the concept of gaming into nongame materials such as a learning management system, business webpage, internet site, or a company's intranet. Gamification aims to engage customers, workers, and partners in order to encourage them to cooperate, share, and interact.
Gamification uses game dynamics to provide directions and give instant feedback to users, resulting in the achievement of corporate goals and objectives.
An exquisite gamification program taps into the user's emotions and then illustrates the best choice that an audience might make to improve mutually agreed objectives. Employees and consumers that engage with a gamification software get quick feedback on their performance and are led toward new goals.
At its foundation, gamification is about increasing participation in order to affect business outcomes. People learn the best way to connect with your company, goods, services, and brand when they participate in and interact with your gamification program.