The gamification case essay sample this research paper investigates gamification as a concept, that has emerged in the recent years, its various application in the fields of marketing, human resource management, advertising and other departments of major and minor organizations.
Gamification, put simply, is the use of game theory in platforms of interaction with employees, customers and the wider community the advent of game technology allows training providers to integrate the positive reinforcements of gaming into the learning environment.
In some cases gamification includes the use of badges – think scouting merit badges in digital form – to promote learning and recognize competencies (eg, khan academy has a badging system) my own introduction to gamification came last october when i attended the annual educause conference.
Gamification essay gamification is the process of using gaming mechanics to activities that are non-game in nature with the aim of changing behavior in other words, it is a business way of integrating marketing, online services, website content and other business activity to spur up the level of engagement and participation (zichermann and linder 6. Essay use of theme in everyday use 706 words | 3 pages the theme of everyday use is not immediately apparent, although alice walker begins the story by creating a familiar setting in the comfort of home that lead to the spirit of heritage and its importance in our lives. Use of gamification essay sample now that you know the essential concepts about gamification and game design, it’s time to use them for this final task, we ask you to bring together creativity, technical feasibility, and business realities.
(gamification wiki, 2012) though a relatively new field, gamification has been used in a variety of applications albeit in a simpler manner, from driving customer loyalty through loyalty points to improving employee engagement within the workforce using titles such as employee of the month the latter is an example of enterprise gamification wherein enterprises use gamified systems to bring about internal change. This use of technology and age-appropriate graphics has increased interest and improved overall test scores students can reach different levels and get rewards for their success within the technology that they use this is a school of gamification that can be used across many different age groups and with a wide range of subjects and topics.
70 percent of global organizations will have incorporated gamification into at least one element of their training program by 2014 according to research firm gartner gamification, put simply, is the use of game theory in platforms of interaction with employees, customers and the wider community the advent of game technology allows training providers to integrate the positive reinforcements of gaming into the learning environment.