Gamification. Engaging Work Like A Game.

Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems.

Most people are born with a competitive gene. It could be in athletics, trivia knowledge, or eating more than others, people don’t like losing. Participating in games that everyone has a fair chance of winning makes the playing field even, the differentiation in success boils down to strategy and some luck to beat your opponents. After hearing people discuss their Fantasy Basketball success it makes for businesses to implement these strategies for their employees.

If you’re not familiar with fantasy sports, it’s a popular concept where you become a general manager of a team of professional athletes for any given sport. After you draft your players, you earn points from a few categories of statistics from their games.

Gamification has been widely applied in marketing. Over 70% of Forbes Global 2000 companies surveyed in 2013 said they planned to use gamification for the purposes of marketing and customer retention according to Mashable.com For example, in November 2011 Australian broadcast and online media partnership Yahoo!7 launched its Fango mobile app, which TV viewers use to interact with shows via techniques like check-ins and badges. As of February 2012, the app had been downloaded more than 200,000 times since its launch writes Impulse Gamer.

Gamification has also been used in customer loyalty programmes. In 2010, Starbucks gave custom Foursquare badges to people who checked in at multiple locations and offered discounts to people who became mayors of an individual store researched by Mashable.com. While Tech Crunch writes there have also been proposals to use gamification for competitive intelligence, encouraging people to fill out surveys, and to do market research on brand recognition adds Mashable.com. In 2012, Freshdesk, a SaaS-based customer support product, integrated gamification features, allowing agents to earn badges based on performance writes Forbes.

According to Marketing Week, Gamification has also been used as a tool for customer engagement, and for encouraging desirable website usage behaviour figures the San Jose Mercury News. Additionally, gamification is readily applicable to increasing engagement on sites built on social network services. For example, in August 2010, one site, DevHub, announced that they have increased the number of users who completed their online tasks from 10% to 80% after adding gamification elements estimates Marketing Week. On the programming question-and-answer site Stack Overflow users receive points and/or badges for performing a variety of actions, including spreading links to questions and answers via Facebook and Twitter. A large number of different badges are available, and when a user’s reputation points exceed various thresholds, he or she gains additional privileges, including at the higher end, the privilege of helping to moderate the site.

The concept of gamification, and its application of game-design thinking can make anything more fun and engaging. When you can make anything more engaging, why wait? Implement it today, or run the risk of missing out on increased productivity and interest.

Written by John Qubti

You can find John on his linked in profile at: ca.linkedin.com/pub/john-qubti/13/b48/894

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