What is gamification / gamification?

When certain game elements are introduced into an environment, learning or activity complex that is actually non-game, this is called Gamification. There are also Germanized words for it: gamification, gameification and similar terms. Various tasks, actions and areas of life can be made more attractive through these measures. In this article you will find further explanations, background information and examples of gamification or gameification.

What is gamification?

Gamification is the process of integrating game-playing elements into non-game-playing contexts to increase people's motivation, engagement, and performance. This is typically done through the use of challenges, points, leaderboards, rewards, and competitions that increase the incentive to achieve set goals or adopt behaviors, as well as through integrating routines into everyday life.

What is gamification used for?

The main goals of gamification are:

  1. Motivation: Gamification is intended to motivate people to complete tasks that would normally be perceived as boring or tedious. By introducing game mechanics, these tasks become more entertaining and stimulating. A lot can be covered, from learning tasks to sports to household tasks.
  2. Commitment: The integration of game mechanics promotes user engagement and interaction with an application, product or service. People are more willing to engage more intensively with something if it is fun. The new mechanics can also be viewed as a marketing element.
  3. Improving skills: Gamification can be used to develop skills and competencies. Through continuous interaction with playful elements, users can build and improve their skills. This goes hand in hand with the first point “motivation”.
  4. achievement of goals: Defining clear goals and rewarding people for achieving them are key elements of gamification. Reward systems and other game-like feedback can help you pursue and achieve personal and professional goals.
  5. Introduction to tasks without game elements: After an initial playful introduction, a topic or field of activity can be mastered more easily without playful elements. Either because the difficult introduction was supported by playful approaches and the basics were achieved more easily - or because the game elements themselves are used for the more sober but self-adapted content or tasks.

Gamification using the example of pedometers

Fitness apps and pedometers are a good example of the use of gamification. These applications and devices document the number of steps a person takes every day and reward them with points, badges or other (virtual) things depending on the amount or distance. This reaching of milestones and collecting rewards encourages daily walking, running and jogging.

The playful incentives increase motivation to exercise daily and adopt a healthy lifestyle. Nintendo used, among other things, The Tamagotchi-like “Pokémon Pikachu” pedometer from 1998 had a pedometer function, but also the Nintendo 3DS from 2011 when it was carried in standby mode.

Gamification using the example of the Apple Watch rings

Another well-known example is the Apple Watch. With her ring system, she encourages users to move more, be active while standing and train regularly. Each of the rings represents a different category of activity, and the goal is to close the rings each day.

Users are encouraged to complete these rings through animations and badges to track their progress. There are also certain promotional days or promotional periods during which special badges can be collected. More details about the watch rings can be found here: What do the colored rings on the Apple Watch mean?

Further examples of playful support for personal progress

Gamification can also be found in other areas of life:

  • Games and quizzes are used in education to make learning more entertaining and promote knowledge acquisition.
  • In the world of work, employees can be motivated to increase their productivity through playful elements such as points, badges or competitions.
  • Some providers use gamification to get people to visit places and share experiences. For example, with apps that lead to points of interest and promote and reward the sharing of photos taken on social media.

Conclusion on the topic of gamification

Overall, gamification is an extremely effective method for increasing the motivation, engagement and performance of the targeted target groups. By integrating playful elements into different areas of life, we can pursue our goals, develop skills and live a more fulfilling life. It's clear that gamification is becoming increasingly important in our digital world and can be found in many aspects of our lives. But there are also negative examples - such as online shops that want to attract young people in particular with wheels of fortune, recruiting contacts for credit, discount games, etc. An example would be here Temu.

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