...This paper presents the concept and prototype of a gamified smartphone application for enhancing the checkout process at supermarket cash desks. The application realizes a self-service system applied within a laboratory experiment conducted with 65 participants. A comparison to the traditional process shows a significant increase in customer motivation and user experience. As its primary aspect, the study investigates the impact of personality traits on the users’ evaluation of the gamified service. The surveyed personality traits include computer-related causal attributions, trust, and technology readiness. Attributions can be understood as individuals’ causal explanations for events influencing their emotions, motivation, and behavior. Results...
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...2.1 Gamification process Gamification as a term describing using game elements in non-game applications to make them more enjoyable and engaging [1]. The gamification process involves the proper application of game mechanics, game features and game design with significant consideration given to the user experience and behavioral motivators [2]. The game design is the core element for a successful gamified process. Many criteria for computer game design could also be applied in this area, e.g, game flow theory[3]. Based on the literature review [4], there are a list of strategies referring to game design: achievements - players will really love and keep them engaged as long as new achievements are created; challenge - gameplay should provide...
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...The opportunity of gamification What is gamification? Gamification is the use of game thinking and game mechanics in non-game context to engage users in solving problems. However the terms shouldn’t be taken too literal; it is not about actually playing games. Rather it is about combining the principles of games that make them so attractive, namely challenge, sense of purpose, and rewards, with elements that show the level of performance, such as rankings, badges, and leaderboards. Gamification is about engaging your customers, employees, or any other community of interest. It does so by working on the intrinsic motivation of people; even if a task isn’t motivating by itself, reaching the goal of the game is motivating. Potential benefits Gamification is all about increased engagement, whether it is your customers, employees, or any other community of interest. By engaging people you motivate them to change behaviors. That it is successful is shown by the figure that the top 20% of major firm in terms of engagement, on average have a revenue growth that is 250% higher than their competitors. It can increase employee satisfaction, innovation, skills development, and even change behaviors of employees. However we will look into what it can do for our firm to engage more customers and to keep the current ones satisfied and loyal. * First of all, gamification allows for collection of customer data. Most platforms require users to log in and create an account. As a result...
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...Emerging Technologies Gamification the New Age of Motivation Jasper Lim Westwood College Gamification the New Age of Motivation With the rapidly evolving technologies of today, instruments of innovation surface as the next big thing in advancement. Different aspects of life are improved by these advancements, with this said the ideology to which these devices are applied become questioned. In mind the concept of gamification comes into a rapidly growing notion with schools and businesses taking part in its progression. What is gamification? The idea of gamification came into fruition as a business strategy to improve the productivity of employees in a work environment. It is the relative application of game elements to business practices and websites. Examples of said practice include experience bars, and achievement badges all of which corresponds to motivations that people instinctively respond to. In an age where children learn at such a rapid pace video games have becoming the primary entertainment tool. The fast pace and challenge of video games bring to audiences turn it into a valuable medium of amusement. This is aside from the fact that video games is the youngest of entertainment platforms. According to Wanda Meloni and Wolfgang Gruener the appeal of gamification stems from the fact that people enjoy actively engaging and participating with others through entertainment. A strong case can be made in favor for gamification because of this statement. We live...
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...Rise of Gamification Man is a gaming animal. He must always be trying to get the better in something or other. –Charles Lamb. Big brands are applying the game design thinking to non-game applications these days. More money is being invested by these brands in “Gamifying” their products & services. “Gamification” which was among the words of the year in 2011 has reached a tipping point in 2013. Gamification practice is not only being applied to Marketing but also in Workplace Behavior modification. Rewards & Incentives offered through this process targets the basic nature of man i.e. accomplishing at every round of life. The rise of easy-to-use platforms, such as “BigDoor” and “PunchTab”, and the inherent value of an engaged user, have made this a must-consider marketing strategy. The Incentive strategy described by PunchTab is as 1. Identify the Target Audience – Since these are the folks you want to engage. While identifying some basic questions need to be answered. a. How would you describe your target audience? b. What makes them feel good about themselves? c. What challenges do they feel in their daily lives? d. What do they like to spend money on? e. What are they trying to achieve in using your products & services? Because, it’ll help you understand & tap into the emotional drivers that will get them to not only pay attention, but also take action. 2. Define Your Goals – The goal of your marketing campaign will...
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...Intro: Act Gamification, the use of game elements; i.e. game thinking and game mechanics…. to promote desired behaviors among customers and employees. It has been a popular business strategy for decades. Loyalty programs, cereal box prizes, employee-of-the-month schemes, hidden tokens within apps — these are all examples. How are companies using gamification? Gamification vendors report that 47% of client implementations revolve around user engagement (Crossword), with brand loyalty accounting for 22% (Tim Hortons) and ‘brand awareness’ 15% of implementations. Here is an example of gamification in the context of brand awareness. (Monopoly) (Samsung campaign) Impressed by Samsung’s promotion? Late 2011 Gartner figures, project more than 70% of Global 2000 companies will use at least one gamified application by 2014. So, the overall gamification market is already sizable. Forecasts from two research firms, MarketandMarkets and M2, based on surveys of game vendors engaged in marketing, put the global market for gamification apps and services in the neighborhood of $400 and $500 million at year-end 2013. M2 Research sees the market growing to $2.8 billion by 2016. ************** The spike that we have seen since 2011 has obviously been driven by: 1. explosion of social media usage, 2. mobile revolution, 3. rise of big data, While just plain points, badges and other virtual goods may or may not have long lasting...
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...UTILIZATION OF IT IN HUMAN RESOURCES MANAGEMENT Aneta Karasek Maria Curie-Sklodowska University, Poland aneta.karasek@umcs.pl Abstract: Nowadays increasing role of information technologies and strategic role of human resources management have influence on enterprises. Moreover rapid development of information technologies affects the process of human resources management in enterprises. The aim of the paper is the analysis of utilization of IT in human resources management in high-tech enterprises in the USA. These practices will be presented in following areas: recruitment and selection, development and training, performance management, motivation, talent management, employee self-service systems. There will be also presented results of studies on the utilization of IT tools in HRM conducted in Polish enterprises. Results of conducted survey shows increasing utilization and variety of IT solutions in all surveyed areas in high-tech enterprises in the USA what caused the crucial influence of HRM process. The level of IT tool implementation in HRM processes taking place in Polish enterprises is low, which, according to enterprises, results from the lack of funds for implementation of this type of solutions. In the future enterprises are planning further implementation due to drawn advantages, consolidate individual HRM processes and implement cloud-based solutions. Keywords: human resources management, information technology, e-HR, HRM practices 1567 1...
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...educational purposes. Some Universities and research groups share or rent out virtual space for such activities. Gamification The idea of using games in training is not new. The “Games Trainers Play” series by Edward Scannell and John Newstrom lists more than 400 activities in 12 categories, from ice-breakers to creative problem solving to teambuilding. These activities are used to encourage learners, review concepts, and create energy during the delivery of otherwise boring content. Clearly, games are popular with many trainers. However, they have not always enjoyed the same popularity with learners. Games, to some, don’t seem like a valuable use of time. Using gamification techniques is substantially different than including games in training. Gamification is directly related to instruction—using game elements such as badges, leader boards, and competition to teach skills. But it is not just about including a game in your design, it is about aligning the game to the learning objectives. The key is to make sure you never lose sight of your learning objectives. All of your game’s prompts or missions should be identical to real-world skills/learning objectives. Gamification Ideas for the Virtual Classroom An example of a learning objective that could be taught in a virtual classroom using gamification. Objective: Utilize A New System To Book Travel Reservations. Gamification Strategy Wrap up the content into a story that is told by the learners, each acting as travel agents, while...
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...creates knowledge. Perspectivists, such as Hikins and Cherwitz, come along and say that everything takes place from different contexts- meaning knowledge exists, but we see it from our lens- essentially to reconcile two seemingly contradictory ideas as ‘two sides of the same coin’. Perspectivism says ‘that reality is independent of human attitudes, beliefs, and values’. In essence, Hikins and Cherwitz’s claim says that while an independent knowledge may exist, we all see from our own context and these all contribute to a better understanding of the knowledge that exists independently of us, but is also influenced by us. This essay will illustrated rhetorical perspectivism in my high school and college educational experiences and the application of the theory in what I’ve observed until today. Hikins and Cherwitz frame this trait as important to the role of modern education....
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...Y, also known as the Millennials. Due to this trend, Cigar City Brewery will need to tap into this demographic with the gamification strategy; The Beer Chest. Generation X are individuals born between the mid 1960’s and the early 1980’s. Generation Y or the Millennials were born right after Generation X between the 1980’s and the Early 2000’s (2000-2004) (Talented Heads, 2013). The application will geared both towards males and females, especially since women makeup 1/4 of the overall United States beer consumption (Clarke, 2012). Since the Beer Chest is a game that can be shared on Facebook, we will be able to concentrate on a major factor and reasons why our target audience uses Social Media; fun. Additionally with focusing on this age group we will also be able to attract other people to the application, since both generation choose social media as a way to keep in touch with friends. (This information can be seen in Appendix C, Figure 2.). The target areas Cigar City Brewery will need to focus the initial launch of their product are in the areas that they currently distribute their product, prior to reaching the national/international markets. Based on Figures 2-7 in Appendix B, the major areas to focus will be Alabama, Georgia, Florida, New York, Pennsylvania, and Virginia. Once we are fully emerged in this market with this gamification application, we can begin focus marketing in other areas we begin to see a spike using the Facebook Analytics. A good target area that...
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...Company report on cross border offshoring management, cultural dimensions and gamification Table of Contents Table of Contents Executive Summary | p.5 | Chapter I – Introduction1.1 Purpose of the Report1.2 Effects of Globalization on Businesses’ 1.3 Company Background1.4 Outline of the Report | pp.6-7 | Chapter II – Cross Border and Offshoring Management 2.1 Introduction2.2 Defining culture2.3 Defining management and cross cultural management 2.4 Offshoring2.5 Key problems in cross cultural teams2.6 Conclusions | pp.8-11 | Chapter III – Analyzing and Explaining Cultural Dimensions3.1 Introduction3.2 Analysis of cultural dimensions and Country Comparisons 3.2.1 Power Distance 3.2.2 Uncertainty Avoidance 3.2.3 Long term orientation 3.2.4 Indulgence 3.2.5 Individualism 3.2.6 Masculinity 3.3 Limitations of Hofstede’s Dimensions | pp.12-17 | Chapter IV – Gamification4.1 Introduction4.2 Defining and Explaining gamification4.3 Gamification’s effects on business4.4 Examples of gamification4.5 Criticism – The dark side of gamification | pp.18-20 | Chapter V – Corporate Social Responsibility5.1 Introduction5.2 Defining and explaining CSR 5.3 The Foxconn and Apple scandal5.4 Recommendations and Actions | pp.21-22 | Chapter VI – Recommendations to Management | pp.23-24 | Chapter VII – Conclusions | pp.25 | References | pp.26-27 | Executive Summary Executive Summary This report provides an analysis and evaluation of...
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...EXECUTIVE SUMMARY The present campaign is base on operant conditioning theory and the framework of consumer behavior analysis for The Nike Fuel Band. The product will replace workout logs, physical trainers and other sports accessories. The campaign of Nike fuel band targets the athletic shoe and apparel industry. Nike is known for their innovative designs and their active friendly technology within the health conscious Australian community. Nike has produced a comprehensive focused-differentiation strategy with the Nike fuel band, which is mainly comprised of gamification. Our campaign focuses on the positive reinforcement of using the Nike Fuel band and all the benefits the band can offer someone. The main goal will be to focus on Nike as a company and how create loyalty to the current customers, as well as gaining new ones. Through challenges, achieving different levels, and attaining an overall Nike + ranking, consumers are motivated to participate in physical activity, join a team, and start a challenge. In doing this, consumers see their progress and are able to track their daily activities and their calories burned during activity. It is an effective and dynamic way that Nike utilizes its target market and increases brand awareness. After watching our campaign we hope that it motivates consumers to want to purchase the Nike fuel band, as a fun way to keep active by competing, collaborating, and comparing activities with others in the Nike + network. Through this campaign...
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...Duolingo --- Gamification Poured into Language Lessons When I was learning English as a foreign language, I have experienced various methods of English training. One training system I thought was interesting and innovative is Duolingo. Description: Duolingo is a free-language learning and crowd sourced text translation platform. The service is designed so that, as users progress through the lessons, they simultaneously help to translate websites and other documents. Specifically, Duolingo provides 2 model: education and business. For education model, it offers extensive written lessons and dictation, with speaking practice for more advanced users. It has a gamified skill tree that users can progress through and a vocabulary section where learned words can be practiced. For business model, it employs a crowd sourced business model, where members of the public are invited to translate content and vote on translations. The content comes from organizations that pay Duolingo to translate. But in this assignment, I will only focus on its education model since it provides some very innovative training methods. Application: Duolingo is available on the Web, iOS, Android and Window Phone platforms. For example, you can get start Duolingo Wen easily by entering this URL (https://www.duolingo.com/) in your browsers. Followed by the directions, you have to pick a language you want to study and set yourself a daily goal. Then you can begin the online lessons whenever you want. By learning...
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...APPLICATION OF CREATIVITY TECHNIQUES Challenge: Financial literacy education is a much needed but underrepresented resource By shifting the perspective we can better understand why this important component of learning is missing for many Americans. Disparate resources are available in abundance on the internet, so many might feel there is no need to seek out or pay for a structured learning option. Many might feel handicapped limited by their own understanding of the financial space, becoming a living illustration for ‘you don’t know what you don’t know’. Some might simply lack the discipline to carve out time to manage their finances or make and manage investment plans. We can overcome some of these challenges by creating a program with a low barrier to entry, providing a more structured learning resource, and guaranteeing that some of the program elements allow for tangible realization to serve as its own proof of concept thus allowing for continued attention devoted to financial literacy. Challenge: What is the best way to structure financial literacy programs Application of the SCAMPER technique: Substitute | Can format be changed?Can emotional stigma about financial education be changed? | Can it be taught on demand online? Can it be offered as structured courses vs. unstructured on demand info? Can it be seen as an asset rather than ‘scary big black box’? Can we get kids excited about learning about personal finance management?Can it be delivered within...
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...E-sport tournaments and customer engagements Name Course Title Instructor Date The role of the e-sport tournaments activities in increasing customer engagement in video game industry in China E-sport tournaments E-sport is basically, competitive gaming that involves computer games and other related forms of games that can be addictive. Many people who involve themselves in the sports can get addicted to them in the case where there are structures that enhance their engagement in the games and tournaments. The customer can easily be engaged when the sports have aspects of addiction that can come as a result of elements of reward. The Chinese video game industry is worth millions of dollars and needs to keep the customers in order to enhance the flow of profits and growth of the e-games through addictive tournaments. E-tournaments do engage customers and make the games addictive because of the continuous engagement in the same and the rewards that come from customer performance. Gaming is a popular TV sport in Korea with channels, leagues, teams, superstar players dedicated, adoring opportunities of multinationals and female fans have ignored. Ongagemenet, the first cable TV channel solely devoted to online gaming, celebrated the 10th anniversary of the Star League, which was a testament to the popularity and longevity of a phenomenon of TV gaming that is popularly known as e-sports. The popularity of a single platform of a game, Starcraft has swept the Korean nation...
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