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Turning Real-World Experiences Into a Mini-Game of Sorts with Gamification

by on March 27, 2012
 

No, Gamification isn’t a or a . It’s not even an . In reality it doesn’t really have much to do with actual video games at all. It’s the implementation of game techniques into non- related content. Gamification essentially makes more engaging. Most of us might actually already be using “gamified” content  and might not know it.

Think of applications like Foursquare, , and GetGlue. These applications take real-world scenarios and turn them into a mini-game of sorts. It encourages it’s users to participate in these activities that they promote that could normally be seen as boring or ordinary. Going out to places like the grocery store, the mall, a bar, watching a T.V. show, or playing a .

With these applications, upon arrival to a location or when a T.V. show starts, users whip out their smartphone and “check-in”. It’s a fun little thing to do on the side. It’s almost automatic in today’s society. But how is it that games influenced this sort of behavior?

Take a look at this timeline provided by Identified:

Identified final Gamification 600x2502 Turning Real World Experiences Into a Mini Game of Sorts with Gamification

The folks over at Identified are mixing it up a bit and making this technique a little more worth your while. In the end, it might actually help users land a gig.

Essentially, all games and gamification have a “game” it’s users “play” and a reward they earn. Back in the days, it was your high score on the screen of your favorite game to compete with the locals, and kept you coming back for more to make sure your high score was still safe. Eventually it evolved to home consoles, online leaderboards, and now with pretty much everything we do. By checking-in to activities, visiting a regularly, or completing surveys, users are rewarded with points or coupons.

Even our very own uses PunchTab to encourage user integration. From the looks of it though, it looks like gamification has hit another evolutionary turnpoint and now the reward users receive might actually be a job.

By integrating your account to Identified it encourages those aged 18-29 to share their professional information. This gamification technique aids young people in managing a professional image online in a way that connects with the “ generation.”  There wont be a need to make your personal profile maintain a super professional appearance as much anymore with this integration.

While you may be thinking to yourself that a like LinkedIn is already sufficient enough in helping people find jobs. Take a look at what co-founder and co-CEO of Identified, Brendan Wallace has to say:

[quote]Critical information that recruiters need to hire literally does not exist in one place online for young people.  Generation Y is nearly invisible to employers so this technique is key. We constantly hear that the pain point among employers is sourcing the education and job information of the 18-29 year-old demographic, but Facebook is a great starting point.[/quote]

Ninety percent of Identified users are under the age of 35 so this is sure to be a great help to both employers and potential employees. Increasing your Identified score by importing your Facebook information will be a great help to users and employers. Still want to know more about gamification and how Identified is implementing it? Check out their article here.