
Gaming industry or online gaming industry is applying and using a good number of technologies to make gaming a life time experience. Augmented Reality, Virtual Reality and artificial technology is some of the latest technologies that have been extensively used in developing a real life experience in online gaming sector and area. All these accumulated technologies combined together is being learnt to be as Gamification.
Broadly speaking, Gamification is the application of game design elements into the aspects of non gaming design and ideas. It is implied other than online gaming into the areas as game-design elements and game principles in non-gaming contexts. It is being extensively used in areas like user engagement, organizational productivity, flow, learning, crowdsourcing, employee recruitment and evaluation and other areas and sections of human index development.
The gamification techniques are used to optimize natural human desires like socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure according to the framing of a situation as game or play. Gamification has variable usages in the different sectors of human living and development.
The earlier Gamification technologies, hence, has been include for offering reward to the participating players in the form of points, badges, filling of progress bar and awarding of the virtual currency. With the gamification certain tasks does make appear to be like games.
Some techniques used in this approach include adding meaningful choice, on boarding with a tutorial, increasing challenge and adding narrative. There are areas, where, Gamification, has been applied extensively.
* Business Promotion: It has been extensively used and applied in marketing. The primary focus of companies to be there was primarily customer retention. In November 2011, Australian Media Company launched the mobile app that enabled TV viewers to interact with techniques like check-ins and badges. As of February 2012, the app had been downloaded more than 200,000 times since its launch. It has been also used as a tool for customer engagement for the desirable website usage behaviour. For creating badges, they are available to a users reputation points and other centres as well too.
* Motivation: Gamification can also used for ideation as a step towards the structured brainstorming to give birth to better and bigger ideas. The ideation games allow and compared it to gauging the influence of academic papers by the numbers of citations got by a person in the subsequent research.
* Medical Care: There are applications, which are developed more effective and improve their overall health. There are users provided with gaming badges for the fitness milestones. The gamification in self management of chronic diseases and common mental disorders. In the Apple App Store around 100 apps showed a positive relation gamification elements used and high user ratings.
Work: Gamification too is extensively used too in improving productivity in the areas as health care, financial services, transportation, government and others. Through the gamification AI tools are developed so that they could be integrated in a strategic manner to be mixed up with already existing business processes and information systems.
* Gamification of Education: In the area of education, gamification is used and implied for the purpose of crowdsourcing. In that various different structures are being applied to convert proteins into more efficient structures. Education and training are the extensive areas having the extensive scope for the gamification in India. Ribbon Hero 2 is a game that is being used elaborately to help people to become more skilled and productive.
Melinda Gates Foundation has set up a school called Quest based around game-based learning, with the purpose to make education more engaging and relative to the modern kids. The most of the online kids games are actually extended versions of e-learning tutorials. SAP has even used gamification to teach the employees about sustainability.
* Technology Design: Technology design is the area where Gamification is used and implied for the computer system to bring the better results. One important area of technological design in gamification is the module designed around a player. Based on the design methodology user-centred design, it primarily promotes greater connectivity and positive behaviour change between technological consumers. It is a five step process that let computer to connect with other people online to help their goals to be completed in a specific time frame.
The five areas of technology design are the intended audience, their mission and goals, understanding human motivation, the points, badges, leader boards, etc., in order to manage, monitor, and measure the way things are actively used and implied.
Hence, the online gaming is selected out there with gamification technology has a wider scope to grow in non contextual reference.
