Gamification is the use of gaming techniques to encourage a consumer, employee, or individual to reach a desired behavior. Many people associate gamification with literally turning everything into a game, but really this technique uses incentives, competitiveness, and behaviors associated with gaming.

Gamification in Business

Gamification is best known in business where it is recognized for revitalizing brands. One Nike+ Fitness App Gamificationexample of gamification is the Nike+ fitness app. This application encourages users to go out and be active. The app is all about bringing out the competitive nature in athletes by challenging them to set and reach goals. Once goals are obtained, Nike then rewards the consumers with prizes, and the ability to brag about their accomplishments on the social networking sites attached to the application. This allows Nike to not only encourage consumers to be active, but it also provides rewards that can be redeemed for Nike paraphernalia.

A second example of gamification in business is the app by the restaurant chain Red Robin. This application allows consumers to use the application to earn points that can be redeemed when they visit the restaurant. The goal of Red Robin was to increase consumer loyalty and visits. By having the consumers play “toss the onion ring”, earn points, and then redeem the points at the chain’s locations, Red Robin is achieving its goal.

Both examples display how gamification can be used to engage consumers and keep the brands in the front of their minds. By using gamification the brands also provide incentives to ensure the consumer develops brand loyalty.

Gamification in Education

ClassDojo Gamified Mobile App

App Gamification in the field of education allow teachers to inspire kids to learn by providing them with engaging platforms and incentives. One example of an educational app is SimCityEDU, introduced to teach students the STEM (Science, Technology, Engineering and Mathematics) subjects. The application allows teachers to upload educational content to a virtual reality game, which challenges the student to learn while playing.

A second example of a gamified app for learning is ClassDojo. This game allows teachers to immediately reward students for desirable classroom behavior. The teacher customizes rewards for certain desirable behavior like turning in homework, raising your hand, and staying in single file line. As the student demonstrates the behavior the teacher then awards points through a mobile device. Along with being able to award points the teacher can also use the app to analyze information and see student improvements.

Since the introduction of gamified apps in the education field there have been some skeptics that do not agree with this approach. However, neuroscientist Paul Howard-Jones, University of Bristol, has done research indicating that electronic games can help promote learning and stimulate the brain. This research backs up the idea that gamification is useful in many industries, and especially useful in changing an individual’s behavior.

How Can I Implement Gamification?

If you have a gamification app idea we would be happy to connect you with our experts. Please contact us via a phone call (603) 881-9200 or email us!

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