Gamification includes all online and offline activities to which game elements have been added to stimulate behavioural change.
In other words: gamification concerns all applications of game thinking and game techniques in a non-game context. In daily practice you have come across various examples of gamification for years. For example:
- Matrix signs in traffic that show a happy smiley when road users keep to the speed limit.
- Loyalty programs in retail chains, in which, by means of purchases, posting reviews or "tell-a-friend" campaigns, you can save for discounts or free items.
- Running apps, which not only track progress by displaying statistics, but also provide challenges to keep improving your running performance.
A high fun factor forms the basis of a Gamified experience and exerts great appeal. With Gamification it’s important that there is a reward on the horizon when the desired behaviour is displayed. Because you are rewarded for your performance, the chance that you will continue this behaviour increases.
Intrinsic motivation is an important driver. Anyone who wants to achieve behavioural change in the workplace starts by responding to the intrinsic motivation of the employees. Appreciation from the work environment is one of the most powerful sources of job satisfaction. Increasing recognition and status is therefore a crucial starting point for Gamification.
In a Game this is achieved by affirming and rewarding the indispensable role of the individual participants - both in the Game and in real-life. Giving positive and constructive feedback, rewarding performance and exchanging the scores on the KPIs with colleagues and stakeholders reinforce this effect.
Gamification is ultimately about rewarding behaviour in the real world.
JUST A GAME?
Gamification just a game? You apply game principles, but in a business environment and with a concrete goal. It is not just a simple trick with points and badges, but a tool for complex behavioural change, based on deeper human psychology.
Interactive Game elements ensure that people are constantly challenged. Completing a particular challenge and seeing results feel good, which acts as an incentive to develop and to realise and continue progress.
When the results in the Game are lower, one becomes intrinsically motivated to take action.
In this way, a high learning efficiency is achieved.
‘Serious game’ versus ‘gamification’
Serious games and gamification are sometimes confused. The main difference is that a serious game is a complete game of a simulated reality. Example: escape from an escape room with groups of 6. Gamification adds game elements to an existing reality. For example: every morning when the employee logs into the system, figures or questions appear that must be eradicated.
EPILOGUE: THE SERIOUS GAMES FROM DIGITAL ROCKS
Digital Rocks specialises in Serious Games. During the development a perfect balance is made between knowledge, didactics and fun. The learning objectives run as a common thread through the storyline of the serious game. It is important that these learning objectives are well integrated into the various game elements of the game, so that a coherent learning environment is created in which knowledge and skills can be introduced.
In these serious games, something is conveyed or practiced in a challenging way by adding fun-game elements. The actual situation is replicated as realistically as possible. This could be in the form of a video game, role play or simulation. The participant can take risks and make mistakes in a safe learning environment because the effect of their actions are fictitious. The games are practice-orientated and by adding specific game elements something is learned or transferred in a challenging way.
Neem eens een kijkje bij onze Serious Games.
Of bekijk hier de TRAILER van één van onze nieuwste succesnummers … The Bridge! Een Serious Game rondom het thema Samenwerken en Datagedreven Werken.
We are Digital Rocks. We build Serious Games.