Gamification: Silly fad or important trend for marketers?

Gamification

Almost two years ago now I wrote a blog post entitled “Gamification can change behaviour. I have proof“. Since that time, I have become even more interested in this emerging trend and its potential applicability towards societal issues. Last spring,  I decided to do some additional research on the topic and create a visual presentation derived from various materials available publicly on the web (both academic and commercial). I ended up delivering the resulting presentation attached below at the 2013 MARCOM Annual Forum. Continue reading “Gamification: Silly fad or important trend for marketers?”

Gamification can change behaviour. I have proof.

This post has been on my mind for a while now, and a recent article on the topic from Policy Horizons Canada finally brought this to the top of my “blog topics” list (which seems to have a leaking hole in it these days…sorry about that).

As always, I like to start with a definition:

Gamification is the use of game design techniques and mechanics to solve problems and engage audiences. Typically gamification applies to non-game applications and processes in order to encourage people to adopt them. Gamification works by making technology more engaging, by encouraging users to engage in desired behaviors, by showing a path to mastery and autonomy, and by taking advantage of humans’ psychological predisposition to engage in gaming. The technique can encourage people to perform chores that they ordinarily consider boring, such as completing surveys, shopping, filling out tax forms, or reading web sites. Available data from gamified websites, applications, and processes indicate potential improvements in areas like user engagement, ROI, data quality, timeliness, or learning.” – Wikipedia Continue reading “Gamification can change behaviour. I have proof.”