Importance Of Gamification

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Analysis

4. The aims of the chapter 3 are:
4.1 To analyze the six levels of gamification.
4.2 To analyze the importance of gamification.
4.3 To analyze the comparative levels of gamiication.

4.1 The First Level of Gamification
This is the first level of analysis. At this level, the researcher tried to explain the reason of caring gamification through these basic points and reasons here serially studied for a business gamified system. They are:
4.1. 1. Valuable games in serious business
4.1 .2. Gamification defined
4.1.3. Game concepts employed in the business
4.1 .4. Most effective gamification

4.1. 1. Valuable games in serious business
At the first level, the researcher tried to find out the reason of value to care about gamification. …show more content…

Internal gamification is also called as enterprise gamification. It was found that small companies can apply game-design techniques to improve their productivity too. It was found that there are two significant attributes of internal gamification. The first is the company who knows about the players well as a defined community. The second is the motivational dynamics of gamification must interact with the company’s existing management and reward structures systematically. Thus, internal gamification can work for core job requirements with some novel motivation. (K.Werbach and D. Hunter …show more content…

1. 3. The behavior-change gamification
The behavior-change gamification is to form beneficial new habits among the population.
This can be an encouraging program or campaign for people to make a better health choice. (P. Boinodirsi, P.Fingar and T. Grant 2014). For example, eat better, work out more, and redesign the classroom to make kids learn more etc. (K.Werbach and D. Hunter 2012). It is found that these new habits usually produce desirable societal outcomes, such as obesity, lower medical expenses, a more effective educational system or better financial decisions. (P. Boinodirsi, P.Fingar and T. Grant 2014).

4.1.2. Gamification defined
According to Professor Richard Bartle of University of Essex, a pioneer in multiplayer online games, gamification reffered to “turning something not a game into a game.” (K. Werbach and D. Hunter 2012). It was found that gamification was used first time in 2003 by Nick Pelling, a British game developer by establishing a short-lived consultancy firm to create game like interfaces for electronic games devices. (K.Werbach and D. Hunter 2012). However, the term (gamification) was not popularly used at that time. Later on, some game designers such as Amy Jo Kim, Nicole Lazzro and McGonigal and some game researchers like Ian Bogot, James Paul Gee and Byron Reeves started to talk about potential of video games seriously. (P. Boinodirsi, P.Fingar and T. Grant 2014). As a result, the people started to use the term “gamification”

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