Video games and gaming reward theory have had a massive impact on how employee training is undertaken in the 21st century.
The same reward systems that are used in games such as tier advancement and the earning of points, as well as the peer to peer nature of online competition have today revolutionized the way that employee training and even recruitment and marketing are taking place.
What Are Gamification Examples All About
In short by using the immersive nature of game play users can be encouraged to become engaged with a brand or organization – and the companies that are using gamification examples could not be more diverse.
There are possibly no more different organizations than the U.S. military and Recyclebank – a company that aims to reward people for environmentally sustainable behavior – yet both use real world software products to encourage engagement.
The U.S. military uses gamification to encourage recruitment. Knowing that a generation of potential young recruits has grown up regarding video games as a part and parcel of their leisure activities has allowed the U.S. military to engage with these potential sources of manpower.
The game that the U.S. Army uses is called “America’s Army”: and is a tremendously slick way to introduce a service or product to a target audience. The game includes elements of the first person shooter genre. Launched in 1999 the game has grown in popularity and shows no sign of slowing down as it continues to attract recruits to the American military experience.
At the opposite side of the spectrum is a more caring and nurturing experience that is used by the company Recyclebank.
This use of gamification examples is at modifying consumer behavior, encouraging brand loyalty and entrenching participation in a reward system. Aside from the fact that this implementation is aimed at consumers it bears many similarities to the gamification implementations that are today used by large corporate entities to guide and encourage specific employee behaviors.
In the case of Recyclebank users are asked to immerse themselves in a culture of sustainable use of ecologically friendly products and behaviors. Those interacting with the software. Points are earned and can be exchanged for benefits such as discounts and coupons that can be used at big brand stores.
Comparing Performance Is Key
Critically the game play of this implementation includes one of the most powerful aspects of gamification – the ability to compare your performance to the performance of others in the network. This functionality has proved itself in terms of encouraging certain behaviors. Studies have now shown that the competitive nature of human beings can be harnessed to encourage behavior that contributes to the achievement of strategic goals by those companies that are using gamification examples.
These goals include employee training and development, team building, marketing and the promotion of employee loyalty.
Video games have received negative press for many years. The results of video game use among the younger generation are said to be by and large negative (especially by lay people).
The truth is more nuanced. Gamification has taken the lessons learned by game designers and applied them to a number of different corporate and private enterprise projects. The results have usually been proven be be positive for these organizations.
Article Submitted By Community Writer