There's more to gamification than just playing games

Mar 07, 2013 by Sepandar Sepehr

Video games have expanded rapidly and created a large and growing industry since the 1980s.

Video games are a pervasive element of today's society: as recent reports from Entertainment Software Association show, about two-thirds of Americans play video games. This phenomenon is not merely significant for children and teenagers. Statistics show that the average age of video game players is above 30 years old.

As Millennials – also known as , generation N, or the net generation – enter the workforce, their mindsets and regarding their have become important areas of study. It is essential for higher and employers to understand the differences and mindsets of young students and employees.

One significant characteristic of Millennials is the fact that they learn by doing; they tend to find traditional learning and working environments boring, which negatively influence their performance and their encouragement to do well.

For several decades, the military has used games extensively, not only for of complicated conflicts, but also for training officers and soldiers.

By the end of the 20th century, other industries began following the lead of the military to deploy video games to advance their agendas. Today, video games have been deployed for various applications in many sectors beyond the military such as government, education, corporations, and healthcare.

When we talk about using video games not solely for fun, two overarching categories emerge: first, "," and second, a more recent category known as "gamification."

Serious games go beyond simple simulations by employing common elements: points, badges, competition, and so on. Gamification aims to integrate game in non-game contexts – that is, making the performance of a particular task more game-like.

Regardless of the approach through which an organization deploys video games, all games share certain design elements, such as competition.

In the early stages of our research, we observed the engagement of MBA students in a competitive video game, which is designed for teaching students and employees to work with SAP's Enterprise Resource Planning system.

The research on the use of video games in educational and organizational contexts is in its early stages. We believe that our research on the role of environment in video games can be a significant contribution to this developing research. From a practitioner's perspective, designers working on serious games and gamified systems will benefit by obtaining richer understanding of the factors that can lead to deep involvement of their users.

Explore further: Napster co-founder to invest in allergy research

add to favorites email to friend print save as pdf

Related Stories

Smithsonian holds vote on video games for exhibit

Feb 21, 2011

(AP) -- The Smithsonian American Art Museum is asking the public to help select video games that will be included in its first exhibit to explore the art and visual effects of gaming.

Video game playing tied to creativity

Nov 02, 2011

Both boys and girls who play video games tend to be more creative, regardless of whether the games are violent or nonviolent, according to new research by Michigan State University scholars.

Video games shown to improve vision

Mar 15, 2007

According to a new study from the University of Rochester, playing action video games sharpens vision. In tests of visual acuity that assess the ability to see objects accurately in a cluttered space, game players scored ...

Recommended for you

Napster co-founder to invest in allergy research

18 hours ago

(AP)—Napster co-founder Sean Parker missed most of his final year in high school and has ended up in the emergency room countless times because of his deadly allergy to nuts, shellfish and other foods.

LA mayor plans 7,000 police body cameras in 2015

Dec 16, 2014

Mayor Eric Garcetti announced a plan Tuesday to equip 7,000 Los Angeles police officers with on-body cameras by next summer, making LA's police department the nation's largest law enforcement agency to move ...

Merriam-Webster names 'culture' word of the year

Dec 15, 2014

A nation, a workplace, an ethnicity, a passion, an outsized personality. The people who comprise these things, who fawn or rail against them, are behind Merriam-Webster's 2014 word of the year: culture.

In Curiosity Hacked, children learn to make, not buy

Dec 14, 2014

With her right hand, my 8-year-old daughter, Kalian, presses the red-hot soldering iron against the circuit board. With her left hand, she guides a thin, tin wire until it's pressing against both the circuit board and the ...

User comments : 1

Adjust slider to filter visible comments by rank

Display comments: newest first

Gamifier
not rated yet Mar 07, 2013
This is such an important phrase and I completely agree with it: One significant characteristic of Millennials is the fact that they learn by doing; they tend to find traditional learning and working environments boring, which negatively influence their performance and their encouragement to do well.

We should adapt our educational system to fit their needs.

Please sign in to add a comment. Registration is free, and takes less than a minute. Read more

Click here to reset your password.
Sign in to get notified via email when new comments are made.