Engagement “Gotta Catch ‘Em All” through Gamification



My neighbor injured her ankle yesterday. A distracted 48-year-old casualty of the Pokémon Go craze. Her biggest regret is it will slow down her progress. Justifiably so, after all, just this week she joined a team, captured the neighborhood playground and was awarded potions. Maybe it was the painkillers talking, but more likely it is proof positive that gamification is compelling, addicting, and motivating for any gender and age. If someone you know has downloaded the game, or other social and collaborative games like Candy Crush Saga, Farmville and Clash of Clans, you have seen their progress reports and badges on social media, or even had invitations to join in. At the end of the day, you can't help but marvel at the retention of information, actions and rewards that players are so willing to share.

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