And remember, there is little value in trying to gamify learning that you can’t accurately measure.
It’s important to know whether you have the essential systems in place to measure all the behaviours you want to gamify. These companies should be able to offer a consultancy service, creative production and technical support to discuss all of your requirements. It may be best to get in touch or research an array of companies offering these ‘immersive technology’ services. Identify which immersive technologies and game mechanics will work best in order to attain your learning objectives and at the same time, reflect your target audience. This could be done through a workshop in which the Subject Matter Experts (SMEs) and learning teams get together to discuss how best the learning practice can be met through immersive technologies and game mechanics. And instead tailor the game experience to suitably reflect and engage the target audience in order to help meet the learning objectives.Īnd last but not least, he points out that gamification includes immersive technologies such as augmented reality, interactive video and virtual reality and they have endless applications if done correctly.Īlthough Erenli admits this may take time to be fully adopted, it is already happening. He goes on to say that we should move way from bolting on gimmicks like badges and leaderboards. In his opinion, we should “stop building skinner boxes” because when we do this, we are “fostering addictive behaviour but not learning.” The 2018 International Conference on elearning in the Workplace saw Kai Erenli, a lawyer, law professor, and game designer, share his insights on best practices in gamification. The paper goes on to emphasise just how important big data is, as is an approach that embraces cognitive science. This is emphasised by a recent white paper produced by Lithium. We don’t even realise that gamification is subsumed into every aspect of design in order to steadily engage and encourage the desired behaviour.īut understanding data is not enough would-be learning architects also need to be behavioural scientists and game designers. Or when we do our weekly grocery shop – vouchers, reductions, loyalty apps. Look at Snapchat – streaks, ranking, and rewards as a result of captured data. People are starting to realise that you simply cannot change a behaviour you can’t measure. Gamification approaches will need to be built on data-backed activity and in-depth analytics tracking. The future of gamification means you must become data analysts and data scientists. It’s very much the same for those working in gamification and elearning as this LinkedIn Group for gamification and elearning affiliates suggests. Millennial’s are now accustomed to the idea of working three or four different career roles. The days of having one job are far behind us.
GARTNER HYPE CYCLE GAMIFICATION HOW TO
You could say that the approach is going through a transformation period.Īnd, to really gain the full benefit that gamification offers and move the industry forward, gamification practitioners must learn how to be more data-conscious, learner-centric, and multi-skilled. The future of gamificationĪlthough, based on past definitions, gamification may have not yet reached its full potential. We are all familiar with the feeling of being ‘immersed’ when we play games of any format so why should a gamified experience offer any less? Yet, these immersive technologies are barely referenced under the umbrella of game mechanics nor gamification design. In terms of design, interactive video engines, role-play simulations, blockchain, Augmented Reality, Virtual Reality, and Mixed Reality are increasingly popular amongst learning styles. And perhaps detrimental for those learning providers who have already had a blind stab and failed miserably. However, this further outline is somewhat incomplete and, consequently, misleading for those businesses looking into adopting a gamified approach. The leading research company goes on to say that many types of games include game mechanics such as points, challenges, leaderboards, rules, and incentives that make game-play enjoyable. Let’s take a look at where things stand in heading into 2019.Īccording to Gartner, gamification is the use of game mechanics to drive engagement in non-game business scenarios and to change behaviours in a target audience to achieve business outcomes. Many bold predictions from the influential 2011 Gartner Hype Cycle report about the Gamification Industry did not materialise.
Gamification was set to take the world by storm but is it just a fad? Or is the best yet to come? Using gamification in 2019 – everything you need to know