USE the mechanics of gaming to non-game activities to

USE
OF GAMIFICATION TO ACHIEVE REAL-WORLD GOALS

 

AUTHORS

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ARUN KANADE

SYMBIOSIS INSTITUTE OF BUSINESS MANAGEMENT
(SIBM)

SYMBIOSIS INTERNATIONAL UNIVERSITY

[email protected]

+91 7385555683

 

SAURABH DHARKAR

SYMBIOSIS INSTITUTE OF BUSINESS MANAGEMENT
(SIBM)

SYMBIOSIS INTERNATIONAL UNIVERSITY

[email protected]

+91 7843029750

 

 

KEYWORDS: Gamification,
Engagement, Business Goal.

 

 

 

 

 

 

 

 

 

INTRODUCTION

Digital
Revolution is the move from mechanical and simple electronic
innovation to advanced software & hardware which started from the late
1950s with the appropriation and multiplication of computerized PCs and
computerized record keeping. Digital world alludes to the far reaching
developments achieved by advanced figuring and correspondence innovation amid
the latter half of 20th century. Gamification is the
application of game-design elements and diversion standards in non-game
contexts. A gathering of research on gamification demonstrates that it has
positive effects on individuals. Gamification is the use of game elements and
game thinking in non-game environments to increase target behavior and
engagement.

             The market growth
of gamification is expected to reach 5,500 billion in 2018. The biggest market
is expected to be the North America, followed by Europe. According to TalentLMS
survey, almost 80% of the learners say that they would be more productive if
their university/institution or work was more game-like.

FACTS
FROM TALENTLMS SURVEY:

Favorite
Gamification Techniques-

1.      Progressing
to different levels

2.      Scores

3.      Avatars

4.      Virtual
Currencies

Less
Favorite Gamification Techniques- 

1.      Competition
with friends

2.      Virtual
Gifts

3.      Being
Part of a narrative

4.      Real
time performance feedback and activity feeds

 

 

The
increasing popularity of games and the use of it in a business context isn’t at
all surprising. It’s been long since video games were only played by kids. For
many adults, gaming is an important leisure activity. The global games market
has grown to an astonishing 70 billion USD where console games still make up
the biggest part of the games market (43%).

 

ABOUT GAMIFICATION

Applying
the mechanics of gaming to non-game activities to change people’s behavior. Gamification
is an important and powerful new strategy for influencing and motivating groups
of people. The business community just started to realize the power it has to
improve cus­tomer engagement, build loyalty, and incent employees and partners
to perform at high levels. And the concept has the potential to solve a variety
of problems outside the business world as well, in areas such as:


Health & Wellness: healthcare cost containment, obesity programs,
smoking cessation.


Education & Training: e-learning, corporate and vocational training,
online testing.


Public Policy & Government: education reform, climate change,
welfare reform.

 

PARTICIPATION AND ENGAGEMENT

The
objective of gamification is to draw in individuals to take an interest &
engage them to participate, share and interact in some activity or community by
offering a compelling, dynamic, and sustained gamification experience which can
be utilized to accomplish a variety of business goals.

GAME MECHANICS & GAME DYNAMICS

Game
mechanics are the different activities, practices, and control components that
are utilized to ‘gamify’ an activity. Game dynamics are the emergent behavior that arises
from gameplay, when the mechanics are put into use.

 

 

Game mechanics include

Game dynamics include

Points

Reward

Levels

Status

Challenges

Achievement

Virtual Goods

Self-expression

Leaderboards

Competition

Gifts & charity

Altruism

 

USE OF GAME DYNAMICS & GAME
MECHANICS TO INFLUENCE BEHAVIOR:

CHALLENGES,
TROPHIES, BADGES AND ACHIEVEMENTS-        

Challenges
give individuals missions to finish and after that reward them for doing so.
Challenges give individuals objectives and the having a feeling that they’re
moving in the direction of something. The general approach is to design
challenges in view of activities that you’re following, and reward your clients
for achieving turning points with trophies, badges and accomplishments.
Trophies, badges, ribbons, etc. are the visible recognition of having reached
new levels or completed challenges. One of the keys to making levels and
difficulties viable is giving a discussion to them to flaunt their
accomplishments, like a trophy case or client profile page that shows their
badges.

LEADERBOARDS- 

Most
of the successful games ever created have wisely implemented a “high-score
table”. They bring yearning, “notoriety,” and your name in lights. They
also indicate individuals ranking as compared with other competitors.

COMPETITIONS-    

Rivalries
empower your clients to move each other to get the high score at some action.
Once everybody has done the action, the client with the most elevated score wins
a reward while every one of the failures get a consolation award.  

 

REWARDS-  

Human
beings are motivated by receiving rewards. A reward, substantial or elusive, is
exhibited after the event of an activity with the aim to make the conduct
happen once more. Getting virtual merchandise, leveling up, and completing
achievements also satisfy this desire.

STATUS-            

People
generally have a need for the esteem and respect of others, for status,
recognition, fame, prestige, popularity and attention.        

ACHIEVEMENT-    

A
few people are motivated by a need to accomplish, to fulfill something
troublesome through delayed and rehashed endeavors, to work towards objectives,
and to win. The most satisfying reward is the recognition of their achieve­ments.

SELF-EXPRESSION-          

Many
individuals want and need opportunities to express their self-rule and
creativity, to stamp themselves as having interesting identities from everyone
around them. Utilizing virtual products is a typical path for players to make
their own particular personality, regardless of whether they are earned through
prizes, received as gifts, or purchased straightforwardly with genuine money. A
persons avatar can frequently fill in as a rich point of convergence for
expression, and a few people update their Facebook profile picture more than
once a day.

COMPETITION-      

People
can also be motivated by competition. It has been demonstrated that higher
levels of performance can be achieved when a competitive environment is set up
and the winner is rewarded.

 

USER ENGAGEMENT ON
YOUTUBE

YouTube
is an American video sharing website. YouTube allows its users to view, upload,
rate, share, add to favorites, report and comment and subscribe to other users.
It offers a rich collection of videos. The content available is TV shows, media
clips, music videos, user created videos and many more. Registered users have
access to all content and properties whereas unregistered visitors can only
view the video content.

Registered
users can upload videos and share it on various social media platforms. When a registered
user uploads a video, other users are free to view it. Users can view to
particular video as well as can subscribe the creator-channel. There are
various rewards on subscription count.

1.      THE
SILVER PLAY BUTTON

2.      THE
GOLD PLAY BUTTON

3.      THE
DIAMOND PLAY BUTTON

When
a particular creator-channel surpasses 100,000 subscribers that creator is
rewarded with ‘The Silver Play Button’. This reward is a flat trophy in a metal
casing with a YouTube play button symbol. Trophies are of different sizes and
eventually gets bigger with the number of subscribers. When a particular
creator-channel surpasses 1,000,000 subscribers then they are rewarded with
‘The Gold Play Button’. Similarly, when a particular creator-channel surpasses
10,000,000 subscribers then they are rewarded with ‘The Diamond Play Button’. This
tiers of trophies are dependent on the subscriptions the particular channel
has.

This
activity of gamification creates interest among users to achieve the upper level
awards. Users are encouraged to generate more videos and are attracted to
achieve more rewards. This is the gamification tool used by YouTube to attract
more registered users and developing more video content.