Looking at how that trend has played out over the past 12 years, I can't help but draw some parallels with how, today, gaming and gamification have become omnipresent in many spheres of life and business. There are many implications of gaming going mainstream.
Read MoreThings like analysis paralysis, how long a game should sit on the shelf before getting played, whether or not new games should be purchased if there are still games on the shelf of shame, fear of missing out, etc. Throughout these conversations, the topic of the runaway leader was brought up; i.e. is it problematic if a game has the possibility for a player to get way ahead of the other players to the point where they are incredibly difficult to catch or even impossible.
Read MoreTomb of Annihilation reveals its anticipated audience as predominantly White by playing heavily into these themes, relying upon players' cultural capital in fantasy media depicting colonized spaces.
Read MoreOne of the more common questions I get about gamification is "What is the difference between games and gamification". Strategy copy Strategy A missing component in Gamification. Gamification is, in general, becoming much better implemented.
Read MoreGamification describes the application of game-style mechanics to traditionally non-game contexts. A 2019 article published in the Journal of the American Medical Association sought to assess the effectiveness of support, collaboration and competition within a behaviourally designed gamification intervention to increase physical activity among overweight and obese adults, using a sample of 602 participants who were entered into a 24-week game.
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