Online Gaming Techniques Applied On Everyday Goals

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Gamification is where game developers apply ways players in which can play their games in such a way they become more engaged with the 'game '. Although the word 'game ' has been used here, this does not imply that it is merely for computer games. Growing trends are seeing the gamification of areas such as business, education and even goverment. This sees popular gaming techniques applied to everyday goals within these areas. Everyday examples may include leaderboards for employees and loyalty cards for customers. For the developer it is a way to get players to be loyal to their games and to increase profits, and for players it can be a true sense of achievement, and status within a game. For the business, education and government sectors , it can be used as a way of increasing overall productivity by 'players ' (employees and students), increasing motivation and general satisfaction of employees, customers and students. 3. Where did the term come from The term gamification was first described in 2003 by Nick Pelling, a British programmer and inventor best known for his work in creating games for the BBC Micro and Commodore 64. However, it was not until later that the term was picked up. Around 2008 a blogger used it as he was taking notes from a Social Gaming Summit discussions. He overheard the term but it was spelt gameification back then. It was around then when the ‘e’ was dropped from the name and it became gamification when other bloggers started to use the
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