Some recent thoughts on innovation coming from gamification.
Innovation + gamification = motivation
- Games can be good for business.
- Advertising industry was first to get involved.
- Providing a game or competition can engage their customers in a value adding way
- Gamifiaction can be used not only to motivate clientele or customers but also to motivate employees.
- Recent study done by Sachi & Sachi S May 2011 has some great stats on gamification.
- 2000+ participants in US study
- 50% of US online population play a social game once a day (includes smart phone owners)
- Males play games fro competition, women play to escape boredom
- Are your customers or team bored with your business? Perhaps a game would help to engage them more?
- The large majority or participants said that they were interested in working for a company that used ramification as an incentive.
What's some examples of gamification in the real world?
- Chromaroma is a game for the London Public transport system. A website that uses your Oyster card (transport pass) to enable you to play games with separate missions. For example a mission of how to get from Heathrow to Piccadilly Square in the fastest way possible.
- The benefit of the games is that it teaches people of the whole public transport network, increases usability, knowledge and engagement. Increasing product and service awareness while adding value.
- Decauxville a website by Street furniture manufacturing company that uses this virtual world that enables people to explore products being used in a virtual world. Educates whilst giving an experience.
- Challenging people with quizzes and cryptic puzzles can help in recruitment as was done by the swedish armed forces recruitment program.
- New school - online games with multi player functionality, probability scenarios.
- Old school- trivia challenges, puzzles and scavenger hunts
- perhaps elearning needs to become egaming?