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Monday, December 24, 2012

All the World’s a Game, and Business Is a Player

The following is an excerpt from an article in:

The New York Times
Monday, December 24, 2012

All the World’s a Game, and Business Is a Player 

By NICK WINGFIELD 

Congratulations. Reading the first paragraph of this article has earned you a badge. 

If this made-up award makes you feel good about yourself, then you are on your way to understanding gamification, a business trend — some would say fad — that aims to infuse otherwise mundane activities with the excitement and instant feedback of video games. 

Many businesses are using these game tricks to try to get people hooked on their products and services — and it is working, thanks to smartphones and the Internet. 

Buying a cup of coffee? Foursquare, the social networking app that helped popularize the gamification idea, gives people virtual badges for checking in at a local cafe or restaurant. 

Conserving energy? More than 75 utilities have begun using a service from a company called Opower that awards badges to customers when they reduce their energy consumption. Customers can compare their progress with their neighbors’ and broadcast their achievements on Facebook. 

“I’m not going to lie — I hate those online game apps on Facebook. I delete them,” said Brett Little, who works for an environmental nonprofit group in Grand Rapids, Mich., and has been known to share his energy-saving progress online. “This one I really enjoy.” 

Of course, people and businesses have long added game elements to parts of regular life. Parents reward their children for household work with gold-star stickers. Business travelers pump their fists when they hit elite traveler status on an airline. 

But digital technologies like smartphones and cheap sensors have taken the phenomenon to a new level, especially among adults. Now, game concepts like points, badges and leader boards are so mainstream that they have become powerful motivators in many settings, even some incongruous ones. At a time when games are becoming ever more realistic, reality is becoming more gamelike. 

For more, visit www.nytimes.com.

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