What exactly is it?
Gamification is a process where game mechanics such as points, rewards, and challenges are used to motivate and engage people in non-game contexts. The concept has received much attention in recent years, particularly in the business and education sectors, where gamification has been used to integrate game-like features into real-world activities.
Increase motivation
By using gamification as an element of activities, the goal is to make them more fun, interactive and meaningful. The widespread use of digital devices has made technology more accessible and impactful, and gamification is now found in various forms, such as mobile apps, websites and social media. Research shows that gamification integrated into digital training systems in a workplace can increase engagement by up to 50%, improve learning outcomes by up to 20%, and boost employee motivation up to 90%.
The technology behind gamification is ever-expanding, and there are a wide range of potential new uses. Among other things, gaming elements will have great potential in the field of health and wellness, where it can be used to motivate people to take better care of their health through the encouragement of daily exercise. Examples of this we have already seen through apps like “Zombies, run!” and “Fitbit”.
In education, work and marketing
In education, gamification can be used to make learning more engaging for students, by implementing game mechanisms such as points, levels, and virtual rewards. This can help motivate students to work even harder, as well as contribute to increased learning. Game items can also be adopted more widely in the workplace, where goals achieved can be rewarded through scoring systems, or game experiences can train employees to acquire new skills. Gamification can be used in marketing to increase engagement around a new brand. It can also be used to raise environmental awareness, or achieve a social change, by rewarding people to make sustainable choices.
Our use of gamification
It is not only in the above contexts that gamification can be used as a motivational factor. The team at Link Development has long researched, and developed, services where gamification is a key element. Our platform,Kulturjakten, adopts game-play elements to make cultural dissemination more fun, accessible and more engaging. The platform offers a scoring system, integrated pedometer, quiz and a scoreboard. In this way, the experience of visiting cultural monuments is transformed into a game, in which one competes against oneself and others to achieve the highest scores - all while gaining an increased knowledge of the local culture!
Gamification can be used in many different contexts, helping to increase engagement, motivation and learning. As we are in a time where technology is developing very rapidly, we are likely to see even more exciting uses for gamification in the future!
If you want to learn more about gamification and how we use it, just take contact.
By Une Newermann and Mia Torp Nielsen
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