What is GAMIFICATION?
Gamification is the addition of game elements to non-game activities like Marketing, Health, Education 🔥 History & Tourism 🔥 Websites, Influences… Gamification is the application of game-design elements and game principles in non-game contexts. It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements.
Games and game-like elements have been used to Educate, Entertain and Engage for thousands of years. Some classic game elements are; Points, Badges, and Leaderboards. Games were originally created to motivate us to do things. This Power of “Fun” has changed the world many times over. Sport ‘games’ were originally created to get people to take action and keep fit. Board Games like Chess were created to educate soldiers on military strategy. Ancient games like “Knuckles” were used to keep people’s minds entertained and Engaged during famine.
Games and game like elements have been used to educate, entertain and engage. Some classic game elements are; Points, badges & leaderboards. World leading Gamification expert Yu-kai Chou believes that true gamification is when we tap into our core human drives. He believes these core drives are key to bringing “fun & engagement” into almost any task; these 8 universal core drives are:
Meaning – the desire to feel that our actions have purpose Accomplishment – The drive to achieve and overcome challenges Empowerment – The desire to choose one’s own direction and try a variety of solutions to a problem Ownership – The desire to own things and have possession Social Influence – The drive to interact with, help, learn from, and compete with others Scarcity – The drive of wanting things you can’t have Unpredictability – The drive of wanting to know what will happen next, and… Avoidance – The drive to avoid pain or negative consequences.
See more about Gamification in ROMANIA, The Lord of the Rings versus Game Of Thrones & The battle of stories 360 ° 🔥 Ancestral Warrior Mythology 🔥
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Tags: Blue Ocean Strategy, Dracon, Gamification, Old Europe, Storytelling Branding, Yu-kai Chou