Games and Gamification Effects
By Team 3B
What is Gamification?
Gamification is the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service. Gamification is a very practical technique to take advantage of big data. It is a powerful tool for motivating better performance, driving business results, and generating a competitive advantage.
Overview Topic
Game console such as Xbox 360, Xbox One, and PS4 brings the real life in the home. Apps brings games to the road and to the social media. It even shows advertisements for other games. Some games even mimic real life. Games can help you achieve your goals in life. Even when your vacation. Say you have a very long drive to the vacation you can have the games right there in your hands. If you are a worker that is going to a foreign country, perhaps there is a gaming app that can help you learn how to speak to them. It can be a good way to keep yourself up and ready to work in the morning or just to be used for passing time. You can use it to show your point of view.
Impacts
Behaviour and Motivations
Timeline of Gamification Effects
People often associate gamification with state lotteries, Las Vegas slot machines, or with console video games such as Super Mario Bros. However, the use of game techniques and mechanics to achieve a goal, such as motivating people to buy a product or encouraging people to change their behavior through reward cards and bonus points, is pervading modern societies in many subtle ways. The internet and smart phones have greatly expanded the ability of game developers to employ strategies and techniques that are in real time, multiuser, and social. Social network based games, such as FarmVille on Facebook, are among the most popular games. Many schools now use games as part of their curriculum, especially in subjects such as math, where the precise nature of the curriculum makes game development relatively easy.
Benefits and Non benefits
Supporting Needs
Quotes and Evidence
Quotes
"After 8 hours of play, Portal 2 players scored higher than Lumosity players on three standard cognitive tests of problem-solving and spatial skill, and Lumosity players “showed no gains on any measure.”"
- http://news.sciencemag.org/brain-behavior/2014/10/neuroscientists-speak-out-against-brain-game-hype
Evidence
References
"Coursera - Free Online Courses From Top Universities." Coursera. N.p., n.d. Web. 11 Mar. 2015.
"Gamification." Wikipedia. Wikimedia Foundation, 9 Mar. 2015. Web. 10 M
ar. 2015.
"Gamification." What Is ? N.p., n.d. Web. 09 Mar. 2015.
"Gamification Boosts The Bottom Line While Promoting Engagement."Forbes. Forbes Magazine, 11 Mar. 2015. Web. 11 Mar. 2015.
"Enterprise Service Management Blogs | Innovise ESM." Enterprise Service Management Blogs | Innovise ESM. N.p., n.d. Web. 30 Mar. 2015
Schoech, Dick, et al. "Gamification for Behavior Change: Lessons from Developing
a Social, Multiuser, Web-Tablet Based Prevention Game for Youths."
Technology in Human Services 31.3 (2013): 1-10. Print.