Ga∙mi∙fi∙ca∙tion [gay-muh-fi-kay-shuhn]: integrating game dynamics into your site, service, community, content or campaign, in order to drive participation.
[Gamification 1o1 – Bunchball]
This is how usually is intended Gamification. Another definition, that includes also educational field, can be:
Gamification: using game dynamics, like awards or trophy, to reinforce and create a better workplace, a more useful way of interaction and a more motivated community.
Actually, as you can understand from statements above, Gamification stand in field of Marketing and Communication. This makes sense, however can be a limit to Gamification itself, that has a wide array of possible usage.
In this blog, I’ll talk about all of this from a “pure” perspective of Game Design. My point is the following: it is possible to develop a different kind of Gamification, economically sustainable, that use directly the game and the game mechanics into business.
This can’t be done taking some isolated dynamics (as awards, or trophy) on a platform and using them to reinforce your marketing process. This approach, the actual approach, doesn’t change your way-to-market.
The “right” approach takes move from request of business and business model to develop a game that fulfill many different task, in any possible field. This should also change, for the better, your way-to-market.
In this blog I want to show how to do it.