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Gamification: Excitement in Learning, Education, and Business

At any moment of your life, if you were given the choice whether to play a game or to go to school, what would you choose?

How would you feel if you found your photo displayed on the wall at work with the title “Guru of the month” or “Marketing HERO”?

Vector mobile game concept - tablet pc with leaderboard icons in flat retro style

What would you do if you came across an electronics brand calling people to play the games on their smart TV?

This is exactly what Gamification means. Gamification was introduced by Nick Pelling in 2002. However, it started to be increasingly used in 2010. Gamification is the application of typical elements of game playing to other areas of activity. The main elements of game playing are Game Dynamics and Game Mechanics.  The innate human desires for rewarding, achievement, self-expression and competition are the main dynamics taken into consideration when designing any game.

On the other hand, Game Mechanics are the tools used in games to achieve the aforementioned human desires and to create the excitement we all feel when playing games. These tools include the points and medals players can earn, as well as the challenges/missions they aim to pass.

The following table shows the relation between Game Dynamics and Game Mechanics:

Game Dynamics and Game Mechanics

Nowadays, Gamification is being increasingly used in many countries across the globe. It is considered as an innovative tool to create excitement for students, employees and customers.

Gamification can be utilized in many areas to create motivation and excitement, and accordingly it leads to better results in schools, workplaces and indeed better sales for brands.

How can we utilize Gamification in different fields in Egypt? How would Gamification impact our society? Share your thoughts with us.

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