What is Gamification?

Let's start with a test that will indicate if your reading ability is suitable for the content. If you continue reading carefully, the next important definition starts with 10 points: A definition of gamification that I like is using game mechanics and dynamics, such as levels, points, or rewards, in an educational setting or to create more interest in a product or service; stimulating collaboration processes aimed at innovation or solving problems. These are the new frontiers of play, applied in business contexts or training environments. New perspectives of engagement, customer loyalty, creation of new business opportunities, fast and guided learning are opening up. It's an initial trend, but analysts say its prospects are strong growth and diffusion. I imagine you've had the experience of attending a boring lesson or a course like those on safety where you read rules explained in technical and often uninteresting language. A break from ... infinity. If you've come this far in reading, you have a score of 20 points. Imagine the same lesson mediated with multimedia content and game dynamics such as points and rewards, social collaborative and competitive lessons with other participants. Even better, games with serious content that are produced to teach knowledge, notions, certifying progress with typical video game level advancement scores. To the people of videogamers (there are many), casual gamers, or those who occasionally engage in games for a few minutes (we're talking about almost everyone), a new approach to serious content and professional activities is being introduced. What is not gamification? Often, gamification is confused with the transformation or reduction of a training or knowledge area into a game. Incorrectly, someone might be led to think that gamification (from the word game) is the transformation of a serious content or activity into a less serious game. You're off track. Only some game dynamics, methodologies, and principles are transferred and connected to a subject that you want to gamify. Which game dynamics are used to gamify content, activities, or lessons? Game mechanics are constantly evolving and proceeding in parallel with studies conducted in game design. However, there are basic mechanics that are simple enough to be used to ensure the user has a stimulating and satisfying experience through engagement, interest, and participation. If you've come this far in reading, you have a score of 30 points. The base mechanics of a game or gamified product are points, levels, rewards, virtual goods, and rankings. Points/Credits - Reward: collecting points is a very powerful tool to increase user participation. Even without a real value associated with points, users are driven to perform certain actions to increase their treasure. By dividing these points into categories, it's possible to drive the user to perform various actions and have different attitudes. Points will be used to win rewards, so the user will have the feeling that the time spent earning points is time well spent. If you've come this far in reading, you have a score of 40 points. Levels - Status: the level is a means to classify the entire user base based on the score obtained, and often reflects real contexts such as work, school, and social environments, where people are divided into ordered classes. The level always introduces a new goal to be achieved, often through point accumulation. Each level achieved has the consequence of accessing certain new privileges, which can be highlighted and signaled in the user's profile. This process stimulates the user to commit more because they have a real visual return of their hierarchical status. If you've come this far in reading, you have a score of 50 points. Levels - Status: the level is a means to classify the entire user base based on the score obtained, and often reflects real contexts such as work, school, and social environments, where people are divided into ordered classes. Virtual goods - Self-expression: point accumulation must give the user the possibility to win, exchange, or purchase virtual goods. Virtual goods are a fundamental element to incentivize the user to commit to buying the object. The user can use such objects to create their own identity within the community, personalizing their avatar and showing it to other users. The use of virtual goods can also be a valid method for game creators to generate profit by proposing the purchase of virtual objects with real money. Rankings - Competition: rankings are the most effective method to order and divide the user base of a game. Such division can be based on various characteristics such as time spent, level, points, and performance. The user will be driven to spend more time within the game to climb the ranking, monitoring their progress and that of others step by step. Competition is a very powerful mechanic because it's closely related to the desire to become the best within a community. If you've come this far in reading, you have a score of 60 points. Imagine a gamified school. Many boring activities related to training could be gamified to achieve higher levels of attention and dedication from students. There are several examples that are currently being used: online English courses that have significantly gamified parts in their delivery. An example is DuoLingo. Badges, levels, and virtual goods start to stimulate the user towards a