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How we have used gamification in Mediology

How we have used gamification in Mediology

How we have used gamification in Mediology

How we have used gamification in Mediology

July 02, 2020

Originally Published Here

Summary

Gaming, for one, has become a major adoption due to physical confinements as a form of pastime and escapism.

84% or 23.5 Million of South African internet users play games on at least one device source - see source at the end.38% spend more time with computer and video games.

Smartphones at 71%.personal PCs/laptops at 50%.gaming consoles at 37%. Gamers are often stereotyped as lonely teenagers playing games on monster rigs in their parents' basements.

This is not true - ever since the earlier board games of yesteryear like the property-dealing Monopoly to the recent MMORPGs like World of Warcraft - gaming has always been social.

Gaming allows them to overcome challenges as a collective and bask in the glory when successful.

16 to 24.25 to 34.35 to 44.45+. As game artist, Inci Alper puts it: "As casual titles present easy mechanics with quick and satisfactory gaming moments, audiences from different ages find a common ground. The fact that anyone can play these games and enjoy their time, is the main reason behind the age diversity."

It takes the basic elements of games such as experience bars, leader boards, quests, and rewards to build a platform that drives active participation, engagement, and loyalty.

In the workplace, we can combine these gaming mechanics to clearly defined goals and measurable success factors to influence and motivate employees.

We will continue to use gamification in a variety of ways to keep staff engaged and motivated.

How are you using gamification to engage with your staff?

Reference

How we have used gamification in Mediology. (2020, July 02). Retrieved July 03, 2020, from https://themediaonline.co.za/2020/07/how-we-have-used-gamification-in-mediology/