Gamification
What is gamification exactly? There are several definitions floating around that attempt to describe and categorize gamification. At Wakaaro we see gamification as a concept that cannot really be defined. It is an umbrella term which includes numerous possibilities - everything can be or become gamification.
To explain the concept, we list some (but certainly not all) of the possibilities of gamification below. Would you also like to discuss the possibilities of gamification for your projects? Don't hesitate and contact us!
Within gamification, we can separate two sub-concepts. Both often have the same goal and can achieve the same thing, but they work in different ways.
1. Gamification
Gamification (as a subconcept) is the integration of game elements and mechanisms into typical 'non-game' environments (integration game into reality).
Examples: frequent flyer programs, supermarket-points...
2. Serious games
Serious games are games created to achieve one or more goals, often based on reality (integrating reality into game).
Examples: simulators, managementgames...
Both gamification and serious games can be applied to recruitment, onboarding, training, employer branding, marketing communication, process optimisation, changing a company's culture, change management,...
Difference with a 'normal' game?
Although entertainment games and gamification have similarities: use of game mechanics such as points, interactivity, advancing to next levels..... , yet gamification clearly has a higher objective and power: Gamification engages players on a deeper, emotional level to motivate them to achieve the mutual goals of provider and player. It is the dopamine released while playing a game and getting rewards that cause our brains to become more open to new influences and therefore better able to absorb (new) information.
An entertainment game you play for the game, to have fun. A serious game or gamification you play to achieve a certain goal (such as learning something), with the game facilitating the goal.
Scientifically proven!
A 2013 study by the American Psychological Association and much other scientific work highlights the cognitive, motivational, emotional and social impact that "games" can have on human behaviour. Not surprisingly, a number of organisations are using gamification to screen job applicants, train employees, teach students, solve problems and generate new ideas and concepts.... The examples are legion. Check out the various benefits gamification can bring to your project here, or take a look at our blog.
Wakaaro is your sparring partner in realising and supervising gamification projects from A to Z.