Types of gamification
Types of
gamification
There are
three groups of gamification depending on its main objectives.
External
gamification
They are
gamification practices focused on marketing, sales, engagement, etc. The target
audiences for these strategies are customers or potential customers.
An example
is Nike +, a mobile application that allows you to record the disances, speeds
and calories burned when you go out running. You can share this data online
with the Nike + community.
Where you can interact with other users, set goals,
participate in challenges ... Thanks to this application, Nike achieves greater
user loyalty towards its brand.
Internal
gamification
It can be
used internally in an organization to motivate its employees. These campaigns
are usually focused on Human Resources, productivity improvement or crowd
sourcing.
For
example, Microsoft developed a internal gamification campaign. Workers could
participate voluntarily in the game, correcting Windows 7 linguistic errors in
the language of their geographical area. This not only got the workers to
become more involved with the company and to get out of their more routine
tasks. Otherwise it started a competition between Microsoft offices.
Gamification
to change behaviors
Gamification
can also be used to reorient the customs of social groups in favor of a social
cause or a business objective. It is used in areas such as health,
sustainability, environment, personal finance, education, etc.
Thanks to
gamification we can motivate people to perform certain actions or adopt certain
behaviors that without this type of approach could be more difficult to
assimilate. However, it is important to train to implement a successful
Gamification strategy.
An example
of behavior change through gamification is BBVA Games. A game incorporated into
the online banking service of this entity. The objective of the bank is for its
users to start doing their banking actions through the Internet instead of
always going to the branches. The system is very simple; you enter the web,
accept a challenge, do it, earn points and therefore enjoy a prize. Thanks to
this strategy of gamification, they make the user familiar with the use of
online banking and the branches are less saturated.
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