Gamification ( gamification [from the English gamification ], gamification ) - application of approaches specific to computer games for application software and websites in non-game processes in order to attract users and consumers, increase their involvement in solving applied problems, use products, services [1] [2] [3] .
Features
The main principle of gamification is to provide constant, measurable feedback from the user, which provides the possibility of dynamic adjustment of user behavior and, as a result, the rapid development of all the functionality of the application and the phased immersion of the user in more subtle moments. Another method of gamification is to create a legend, a story, equipped with dramatic tricks that accompanies the process of using the application. This helps create a sense of ownership among users, a contribution to the common cause, interest in achieving any fictitious goals. In addition, during gamification, a phased change and complication of goals and tasks is applied as users acquire new skills and competencies, which ensures the development of operational results while maintaining user engagement.
Key aspects of gamification:
- dynamics - the use of scenarios that require user attention and reaction in real time;
- mechanics - the use of scenario elements characteristic of gameplay , such as virtual awards, statuses, points, virtual goods;
- aesthetics - creating a common gaming experience that promotes emotional involvement;
- social interaction - a wide range of techniques that provide inter-user interaction characteristic of games.
Terms Used in Gaming Software:
- players ( English players ) - consumers and potential consumers;
- actions ( English actions ) - reactions that are needed from the user;
- skill levels ( English levels ) - stratification of users by levels of achievement (for example, an ordinary player or consumer can reach the leader level among other players);
- motivation - the creation of incentives for actions, reactions.
Among the game components used in gamification: scoring, difficulty and skill levels, achievements, rating tables, progress indicators , virtual currencies, competitions between participants, awards.
Notes
- ↑ Popkin, Helen . FarmVille invades the real world , MSNBC (June 1, 2010).
- ↑ Stuart, Keith . 3D games enter a new generation , London: the Guardian (September 19, 2010).
- ↑ Mangalindan, JP . Today in Tech: News around the Web , Fortune (October 1, 2010). Archived November 12, 2012.