Definition of

Gamification

Simulacrum

Simulations are often part of gamification.

Gamification is the use of dynamics, resources and processes that are typical of games in non-recreational activities or environments . This is a strategy that mainly aims to increase motivation.

Before moving forward, it is important to keep in mind that gamification - a term that comes from the English word game - is not part of the dictionary of the Royal Spanish Academy ( RAE ). The option recognized by the RAE is gamification , which is the act and result of gamification : the application of the dynamics of a game to an area not necessarily associated with recreation with the aim of encouraging participation, promoting learning and incentivizing or stimulating to people.

It can be said, therefore, that gamification and gamification are synonyms. In our language, it is recommended to use gamification, although it is more common to use gamification (a loan from the English gamification ).

Gamification Features

Gamification involves applying game mechanics to tasks that are not playful (or in which fun is not the main thing). In this way, points can be awarded for overcoming challenges, rewarding achievements with medals or establishing a progression of levels based on progress.

These game dynamics can be boosted to promote collaboration or encourage competition , for example. Daily challenges, with different missions and objectives that allow you to access rewards, also serve as motivation .

For gamification to be effective, specialists consider that a series of requirements must be met. It needs to provide choice and allow progress; it has to generate expectations and produce social interactions ; and it should arouse interest.

This means that the recipient of the actions must be able to choose between various options and that the selected alternative gives them the chance to advance or climb. Likewise, to achieve these goals, the participant will have to share, collaborate or compete.

Gamification

Gamification can be included in training strategies.

Your story

The history of gamification can be analyzed from two different perspectives. On the one hand, regarding the use of gaming techniques in different environments, it must be said that it is not something new. Especially in the business sector and in education , these types of resources have always been used to make the proposals more attractive.

On the other hand, we can focus specifically on the origin of the concept. British journalist and programmer Nick Pelling is credited with coining the term in 2002 .

It would be several years before the idea of ​​gamification began to be used more frequently. It is important to note that ludology is the study of games through the social sciences.

Examples of gamification

Take the case of a teacher who establishes a competition in his class. Divide the students into teams and each week assign them a new challenge, linked to the fulfillment of certain pedagogical objectives. The team that solves the task in the best way is the winner, scoring points. At the end of each month, the group with the highest score receives a prize. In this way, gamification in education is integrated into the development of an academic process, with game-based learning .

Gamification in companies is also common. Let's think about a company dedicated to selling telephone plans. Your salespeople, every time they complete a transaction, receive a badge. At the end of the month, the worker with the most badges accesses the benefit of having a free day, in which he does not have to go to the office or comply with work obligations of any kind. Gamification, in this context, encourages competition and, by extension, productivity .

Beyond these hypothetical examples, we can see how gamification is applied in numerous real cases. The Duolingo app, dedicated to language teaching, bases its structure on gamification with point systems: students add units by completing classes and overcoming different challenges, advancing to a higher level. The Brazilian airline Gol , meanwhile, has a program called Smile that allows its travelers to add miles for each ticket they buy. Those miles can then be redeemed for free travel. Gamification in marketing is, therefore, associated with customer loyalty .

decision making

Gamification can contribute to problem solving and decision making.

The objectives

Gamification can be carried out with different objectives . Some are general and others are linked to the scope of application.

It is common for the game strategy to aim at motivation. As we already indicated, leaderboards and badges usually generate commitment and invite action to stand out.

Simulation games, virtual worlds and various gaming platforms work as an incentive : people get involved with the proposals because they want their reward and, in addition, they have fun in the process.

Another goal of gamification is experimentation . The game supports mistakes: after a failure, it is possible to try again without negative consequences. In this way the pressure is minimized.

Gamification in education, for example, specifically helps achieve meaningful learning . This is because entertainment and experiences are ideal vehicles for that.

Criticisms of gamification

Beyond the advantages that many analysts recognize, there are also criticisms of gamification. It is often mentioned, in this sense, that artificial achievements are created so that participants "feel" that they have won something or reached a goal.

It is also noted that, by promoting competition, winners and losers are created, which means that there are individuals who are harmed by these practices. Just as there are rewards, the absence of them can be seen as failure .

It is also indicated that the motivation can be fleeting . When the prizes stop being novel, there is no longer a commitment to the activities.