Gamification & Serious Game ROI information from Designing Digitally. Gamification Learning Return on Investment Data and Resources for Training Directors and Chief Learning Officers looking to use Gamification and Game Based Learning within their companies and agencies. For more information please contact Designing Digitally, Inc.
3. Gamification
⢠Gamification is the use of game thinking and
game mechanics in a non-game context to
engage users and solve problems
Gamification is used
in applications and
processes to improve
user engagement
19. Gamification & Serious Game ROI Stats
⢠90 ROI Examples of Gamification:
http://yukaichou.com/gamification-examples/gamification-stats-figures/
⢠ROI Examples of Serious Games
https://www.designingdigitally.com/blog/2015/03/serious-games-and-serious-
roi-0
⢠Should you invest in Gamification?
https://www.hr.com/en/magazines/training_development_excellence_essential
s/december_2016_technology_enabled_learning/should-you-invest-in-
gamification-for-learning-you_iwdbwarl.html?s=DtRGYoHu92pKJ8t8k
20. ANY QUESTIONS?
Andrew Hughes
President
Designing Digitally, Inc.
andrew.hughes@ddincmail.com
1-866-316-9126
Andrew Hughes
Professor
University of Cincinnati
Andrew.hughes@uc.edu
1-513-360-8042
Hinweis der Redaktion
Game Thinking - Using a rubric from games to create interactivity and engagement
Game Mechanics - The systematic forumals used to create an entertaining and equal advantage game. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game.
âThe use of game attributes,â which includes game mechanics/dynamics, game design principles, gaming psychology, player journey, game play scripts and storytelling, and/or any other aspects of games
âTo drive game-like player behavior,â such as engagement, interaction, addiction, competition, collaboration, awareness, learning, and/or any other observed player behavior during game play
âIn a non-game context,â which can be anything other than a game (e.g. education, work, health and fitness, community participation, civic engagement, volunteerism, etc.)
âThe use of game attributes,â which includes game mechanics/dynamics, game design principles, gaming psychology, player journey, game play scripts and storytelling, and/or any other aspects of games
âTo drive game-like player behavior,â such as engagement, interaction, addiction, competition, collaboration, awareness, learning, and/or any other observed player behavior during game play
âIn a non-game context,â which can be anything other than a game (e.g. education, work, health and fitness, community participation, civic engagement, volunteerism, etc.)
Frequent Flyer miles are the most obvious form of gamification.
There are many educational games that teach various subjects in school through game play. As students play these games, they get practice and reinforcement with a particular concept. As a result, they learn and retain the knowledge better.
This item uses Game Thinking to Improve specific behaviors and engagement by awarding and recording real-time feedback through the band and through social competitiveness.
This item uses Game Thinking to Improve specific behaviors and engagement by awarding and recording real-time feedback through the band and through social competitiveness.