Did you know that and game are not the same thing? Gamification is the application of game elements, in digital or analog form, while the game is a 100% digital technology. To clear any doubts, in addition to listing examples of gamification in companies and in education we showed here the games in our day to day lives:
When we were children, we loved to receive an invitation from a friend saying: "wanna play?"
We spent delicious moments having fun, playing hide-and-seek, board games such as chess, Monopoly, War and playing video games such as Super Mario, Street Fighter II or World of Warcraft. Games, therefore, have always been part of our lives.
“Game is a term from the Latin “jocus” means joke and fun."
Many believe, however, that gamification is the same as game. However, gamification is the application of game elements to achieve goals or solve problems.
The first examples of commercial gamification:
The first examples of gamification appeared in companies that aimed at greater customer engagement, such as Pan Am, Nike, Foursquare e Waze.
Pan Am and the airline loyalty program
The Pan Am pioneered the frequent flyer program called WorldPass, which became a sales success. As you purchased tickets, you accumulated points and exchanged for free flights. Size was the success that the Pan Am became the largest US airline. But later all other companies started to have their own program.
One of the most popular gamification examples is the Nike+ FuelBand.
Unlike loyalty programs, the company created a bracelet that monitored the time and distance traveled by the user. Associated with an application, it was possible to share with friends on social networks the path traveled and the statistics of user's physical activity. The success was instantaneous. In 2013 Nike already had more than 11 million users.
My first experience with gamification
My first experience with gamification was using Foursquare, an application that recommended restaurants and allowed you to check in them. The location platform was created in March 2009, with the features that allowed the possibility of giving references about the place, and at the same time, earning points. If the user earned enough points he became the mayor of the place. Your friends could compete with you for ranking at the top. In 2017, it earned more than US$100 million dollars.The app started to gain traction, reaching 55 million users. In 2017, it earned more than US $ 100 million dollars, serving as a reference for finding good bars and restaurants.
One of the best examples of gamification in our daily lives is Waze
Waze is a platform based on satellite navigation. The system uses users traffic data to determine the average speeds of the roads, informing the fastest routes for drivers. The company founded in 2008 in Israel uses a points system that encourages users to report details about traffic, such as accidents, congestion, police stops, among others. In 2013 Google bought the company for $ 966 million. Today the company has more than 130 million users in 185 countries.
Gamification data is impressive
In 2015 the gamification market reached US $ 1.7 billion.In 2018 it jumped to $ 5.5 billion. Projections indicate that in 2025 this number is expected to reach US $ 32 billion. Therefore, gamification ceased to be a trend and became a reality in the corporate world. Research shows that 90% of workers say they are more productive with gamification. Not to mention that 72% of workers say they work harder with gamified systems.
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