The benefits of gamification are increasing the curiosity of many sectors and I am addressing the use of the design techniques typical of games (tangibles and virtuals) in a different context, to increase the charm and the ability to generate involvement in the audience.
The reason that drives both startups and big companies to get involved in this new trend is simply explained: the gamification works.
It provides objectives to achieve.
It encourages the competition by promoting an active and measurable behaviour.
It allows to share personal results and experiences.
With gamification, the benefits becomes tangible: for example you can achieve the improvement of the customer management and his loyalty, the promotion of your own business culture and the increasing of the performance of your own team and employees.
The Mobile world is particularly prolific in this sense, because there are several requirements to develop gamified apps. First of all let's start with the device interaction: our smartphone is a familiar object - almost intimate, if we want to - and feeling comfortable with it is the first step to approach the gamification process in the best way possible. An app installed on your device means you have it all the time, and topics like points, levels, missions and challenges encourage the users to invest their time in the app: a good gamification, with a good user experience and interface, rewards the user in a specific context, real meaning to both the efforts supported and the goals achieved.
A new generation of apps is destined to be more and more present on our smartphones: they are catchy, fun and use gamification to guide and help us in a transparent way towards one or more goals.
As you can imagine, DuckMa's experience in such a kind of projects is enormous, especially in areas that can exploit the great potential of gamification, for example:
Recruitment, e.g. filling in questionnaires presented in the form of a game, in order to give recruiters and HR departments a clear and sharp idea about candidates soft skills.
E-Learning, e.g. strategy design and implementation dedicated to training/education courses, or the resolution of evaluation/orientation oriented quizzes.
Mobile Marketing, e.g. rewarding plans logic and accrual mechanismes, discount vouchers, coupons and customer loyalty campaigns generation.
There are still so many examples and experiences ranging from social networks to healthcare, from fintech to sports activities, so if you want to test our ability to create real exciting mobile games to be eventually integrated into an app, try Duck Pond!