Gamification was used for marketing purposes for the first time. For example, loyalty points were awarded in supermarkets, which could be exchanged for rewards or prizes. This strengthened customer loyalty in a company. In addition to customer loyalty, gamification is also used in the marketing industry to increase consumer motivation and learning success. More about this can be found in the article title="About gamification in marketing you can learn more here
In addition to the entertainment and advertising industries, more and more companies are becoming aware of the topic of "gamification". For example, in the areas of mechanical and plant engineering, automotives, ICTs and automation. In the mechanical engineering sector, operating aids can be created for employees to make it easier to work on complex machines. For more information on "Gamification in the engineering industry", see the article "Get the gamers on the machines"
Other areas in which gamification can be implemented are non-profit sectors. These include foundations and museums. An example of this would be an app that contains mini-games. These mini-games could be distributed at all stations of the museum and accessed via QR code. You can find out more about "Gamification in museums" in the article "Is the museum allowed to be fun?. Or: What makes gamification exciting for cultural institutions"
Nowadays, gamification is already frequently used in education. It is used to drive learning success by increasing motivation through playful elements. Feedback, challenges and the idea of community play an important role here. More on this topic is explained in the article "Gamification in education".
Gamification can also be used in healthcare. Here, athletic progress or healthier eating habits can be achieved more quickly and easily. For more, see the article "Gamification in healthcare"
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Rankings can drive competition. At the same time, players are encouraged to improve their performance in order to achieve the best possible result and thus move up in the rankings. In addition, the progress of the other players drives the players.
Quests are challenging tasks that a player must solve in order to receive a reward. These tasks must be completed in a certain amount of time. They serve to gain the player's competence and lure him out of his comfort zone.
To visualize the learning progress, a progress bar is extremely helpful. Its benefit lies in providing a quick, clear overview. In parallel, it makes it clear how much work is still ahead to achieve the goal.
You can find more game-typical elements in the article "Game-typical elements".
Why is gamification so effective and successful? Among other things, because of the pronounced play instinct of people. Gamification can help to convey knowledge in an entertaining and effective way. With the help of playful elements, processes can be anchored more easily in memory. Gamification can be used in a wide range of areas, from the entertainment industry, education and healthcare to non-profit sectors.
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