Gamification Case Study

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1. Introduction
Gamification offers immediate indication of goal achievement. It is the use of game mechanics in non- game contexts to engage the users in solving problems. It improves the perceived ease of use of information systems. Gamification designers address the user as player to indicate that the motivations of the player are in the center of the gamification design. Gamification as a business practice has exploded over past two years. Organizations are applying it in areas such as marketing, productivity enhancement, sustainability, training, health & wellness, innovation & customer engagement.

2. Objective of the Study
 To analyze the psychology and motivation behind the games and its application in organizational context.
 To
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 Can gamification result in moral and ethical problems?

4. Methodology
 Primary Research: Online survey to get a first-hand idea of the effectiveness of the gamification techniques used by various organizations.
 Secondary Research: Analyze various gamification techniques used by various organizations in the past and study its reach and impact. Study available journals and case studies to understand gamification procedure and scope.

5. Game Design
In modern business practice, game mechanics and game design are used to influence and reward target user behaviors. Game mechanics work as a catalyst for making technology more engaging by influencing user behavior and social interaction methods. Gamification helps find out the factor which motivates the employee and can help to understand the behavior. Gamification induces a sense of sharing among the employees and it applies the dynamics and mechanics of psychology that makes the games engaging.
5.1 Factors of Gamification
 Game Design: Games are internal logic in mind. In case, games are not logical and do not provide a warning, it fails to engage the user for a
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External rewards are good if they are associated with internal psychological requisite of the user. It is much more effective to practice intrinsic motivators like social competition and continuous feedback highlighting achievements and mastery levels.
 Badges: Gamification techniques when embedded into social applications take account of badges signifying different level of achievements when participation milestones are touched.
 Leaderboards: Businesses these days use Leaderboards in different areas to benchmark the performance. People normally like to validate if they are performing well as per expectations or not. Leaderboard helps people to know where they stand comparative to their colleagues thereby inculcating a spirit of competition.
 Point Systems and Scores: Besides rewards and incentives, other viable ways to motivate and encourage the desired behaviors by earning points and further chance to win the awards and incentives. Game player earn points based on level of participation. Points come in many different forms like redeemable points, Skill, karma and Reputation

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