Gamification is the process of incorporating game play elements into non-gaming applications such as products, services, websites, software, processes, marketing & communities in order to drive participation, engagement & loyalty.
Gamification’s main purpose is to help people to get from point A to B in their lives: whether it be for personal growth, societal improvement or marketing engagement.
Gamification Techniques for Online Communities:Badges - Used to promote participation and reward students for reaching specific goals.Points - Used to encourage engagement, collaboration, and participation in online conversations. This could decrease support costs as more members look to the community for help.
Leaderboards - Points could be used for building leaderboards, which can boost a member’s reputation, or be used as a currency.
Campaign - Used to encourage member participation. Track and monitor members’ activities and let them know their current status, sending them information about how many points they need to achieve the next level.
Mechanics: Storytelling, Visual Cues and Response Objects, Reward Schedule, Incentives, Disincentives, Access, Social Feedback.
Measurement: Reputation, Performance, Quality, Completion, Quantity, Time.
Reward: Recognition, Reputation, Status, Access.
Behavior: Loyalty, Mastery, Quality, Engagement, Collaboration.
Gamification should be well understood and planned out prior to implementation. Some questions to consider asking during the planning process include:
What are the goals of the gamification programme/?
How can you build out a recognition program that ties into the prevailing culture?
Ramos, Trisha Ma Louisse B.