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Examples of Gamification in Business & Everyday Life

5th Oct 2016

 

Examples of Gamification in Business & Everyday Life

 

There are those individuals that might try to have you believe that Gamification is some kind of breakthrough concept, as if it were only recently discovered. The truth is, gamification has been around for a long time, and examples of it are literally everywhere you turn. The modern characterization of gamification however is that of a software-based service or a web-delivered product (often free).

Today, when someone talks about gamification, chances are they're speaking of some type of software that's being delivered through social media to not only win new customers, but to also create incentives and 'keep them coming back for more'. Simply put, Gamification has become a standard operating procedure for most businesses and shows no signs of waning, or relinquishing its power over consumers.

Most people tend to forget about all the gamification elements that they have been raised by/with and which surround them on a daily basis. In (non-gamified) social media situations for example, people often become obsessed with how many friends they have collected or how many subscribers they are able to reach.

But this also extends beyond computers into everyday daily life as well. Did you ever play sports or take martial arts classes when you were younger? Didn't they award you trophies, certificates, plaques, belts or trips to the local pizza parlor for your accomplishments? These are all instances of gamification and they don't stop there.

What about in business? Don't companies routinely offer employees promotions, bonuses, and other rewards for completing difficult tasks, coming in first or helping to expand company profit margins? Gamification has always been present in business, but in recent years it has moved to center stage.

Because more and more organizations are turning toward software solutions both inside and outside of their organizations (in terms of performing or facilitating work and/or marketing to or servicing customers), gamification has become fairly important. Retailers (both online and brick and mortar) seem to see extreme potential with regards to gamification; as it allows them to establish customer acquisition supply chains in a direct manner.

Add to this the fact that social media is essentially a free service that any company can use to appeal to potential customers and you have an extraordinary new way to grow your organization. This is the reason that so many businesses are hyped over gamification, it allows them to appeal to potential customers without having to invest large sums of capital up-front.

On the whole, most people relish elements of gamification; this is because it allows them to achieve something, have fun and perhaps gain some advantage (like a discount, for example). The only individuals that seem to have disdain for gamification are those entrenched in traditional game design and development. These professionals often state that they feel as if gamification cheapens the art of video game creation and simply transforms gaming into yet another form of consumer manipulation. This is an over-generalization however.

While it is true that gamification can be used by scrupulous businessmen to aggressively market their products or services, this doesn't mean that this will be the case a majority of the time, and who's to say that consumers are so easily manipulated? The real truth is that an overwhelming majority of gamification apps are simply free, bite-sized pieces of entertainment that are meant to amuse users. Ultimately, decisions to buy anything are at the consumers' discretion, but the real draw is the entertainment value of what the user is participating in. What's wrong with giving potential customers a fun, free game to brighten up their day with?

Those that might wish ill of gamification should take note that it is literally everywhere you turn. Our entire culture is littered with rewards programs, memberships, exclusive opportunities, loyalty programs, and awards. Gamification elements help to drive sales, clear and simple. Those that feel that gamification is exploitative should step back and analyze what it actually achieves. Think of it this way; gamification creates personal incentives for consumers, who in turn will make the decision about whether or not to purchase or continue exploring a product / service.

It's really just trading a little fun and enjoyment for the opportunity to pass along consumer info and perhaps land a sale. In other words, it's a fair trade; the user gets to have their fun and the provider might have made another customer.

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To learn more about Gamification and how it can make a difference to your future career in IT, sign up for the Gamification course