Topic > Essay on gamification - 1036

What is “gamification”? Millions of people around the world come into contact with gamification every day, even if they often don't realize it. The term is one of the buzzwords in the marketing community, but it is still unknown to the general public. So the term will be explained and analyzed below. At the most fundamental level, gamification is the concept of using game mechanics to drive engagement and game-like actions in a non-game context (Deterding, Dan Dixon, & Nacke, 2011). The logic behind gamification is simple. Most people like to play at least some type of game. Hide and seek, chess or the latest computer games are all examples of games played every day. But in everyday life, we are often presented with activities that we don't enjoy, whether they're boring chores or stressful jobs. By introducing game mechanics into tasks to make them more game-like (read fun, rewarding, and desirable), people may want to take part in these tasks proactively and continuously. This process is called gamification. For example, gamification of education can entice students to go to school and learn. Gamification of work can make people excited about work and increase productivity. Gamification of hospitality commerce can offer customer-guests special offers and reward them for purchases. How did it start? The use of the word gamification dates back to 2004. It may have been Nick Pelling, a British-born game programmer, who first coined the word for his so-called “gamification consultancy” company (Pelling, 2012). His idea was to help companies turn their products into entertainment platforms. His vision was that every device would soon become a game. His company closed due to lack of inter-customers...... middle of paper ...... such as Clubs (Killers), Hearts (Socializers), Spades (Explorers) and Diamonds (Achievers)AchieversThese are players who prefer to earn “points,” levels, gear, and other concrete metrics for succeeding in a game. They will go to great lengths to obtain rewards that give them little or no gameplay benefit, simply for the prestige of having them. Every game that can be completely "finished" somehow appeals to Achievers' playstyle by giving them something to accomplish. Games that offer special rewards (e.g. special movies and extra endings) for beating with a 100% completion rating attract Achievers. Games that cannot be fully completed but continue, like most multiplayer games, still hold a lot of appeal for Achievers if they have items to collect, such as gear and points. Explorer Explorers are players who prefer to discover areas, create maps