According to Wiki, Gamification is the concept of
applying game-design thinking to non-game applications to make them more fun
and engaging. It has proven to be very successful in attracting large numbers
of users. Taking age old games and adapting them to the net with extra social
sharing features built in have helped King the makers of Candy crush build
large audiences and earn up to $1 million per day. Beyond games, Gamification
can apply to education (Khan Academy), pricing models (Uber), and Loyalty plans
(Aeroplan). It doesn’t stop there; corporates
are using Gamification to create a sense of competition within organizations. For
example, concepts such as leaderboard status can be applied to marketing individuals
who are trying to get the most followers or to sales teams who are trying to sell
the most volume.
Social network-based gaming has exploded in recent
years, facilitated by Facebook. Social gaming is increasingly becoming a key
focal point within the gaming community due in large part to the higher average
revenue per unit through monetization of global social networks, local social
networks, mobile social networks, and second screen social gaming.
For more examples refer to: http://www.gamification.co/
A bunch of stats are available here: http://www.go-gulf.com/blog/social-gaming-industry/
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