introduction to Gamification in business

Gamification is to use the concept of games in learning ,training ,marketing and awareness

introduction to Gamification in business
about gamification

Gamification  is  the  application  of  different  mechanism of game,  game-design  elements, game nodes and game principles in non-game  contexts. It can  be described as  a set of  principles and processes  used  to  solve  different  problems  by  implementing  or  applying  the  properties  and characteristics  of  game  mechanics  and  elements.

 Normally,  Gamification  uses  game  design elements  in  order  to  improve  relationship  or  engagement  of  user,  productivity,  employee recruitment, flow,  crowd sourcing, traffic violations, learning, health,  knowledge retention, and evaluation, voter apathy, ease of  use, usefulness of systems, physical  exercise, traffic violations, public  attitudes  about  alternative  energy,  and  more.

 Gamification  techniques  are  used  to increase customers or user casual desires for socializing, mastery, learning, health, competition, leader  board,  badges,  achievement,  status,  and  self-expression,  easily  get  their  response  to the framing  or  simplify  many  steps of  a  situation  as  game  or  play  in  terms  of  role-play  or simulation.

 Research  on  gamification  show  that  majority  of  study on  gamification  result  in  a positive way.

However, Opinion of individual and contextual differences exists as it is new in the market  as  per  the  other  marketing  methods.  How  are  the  gamification  strategies  helpful  in enhancing  customer  engagement?  Can  Gamification  be  used  as  strategic  tool  in management domain?

No one like  ads to be played  between movie, listening  songs or pop-up ad, so companies using gamification these days so that instead of watch  a  video  ad  of  30  sec  user  can  play  a short mini game and earn redeem points.

Normally gamification  uses game design elements in order to improve relationship or engagement  of user, productivity, employee  recruitment, flow,  crowd sourcing, traffic  violations,  learning,  health,   knowledge  retention,  and  evaluation, voter  apathy,  ease  of  use, usefulness of systems, physical exercise, traffic  violations, public  attitudes about alternative energy, and more.