Similar to 'Tempo', gamification has become a generic term for all possible and different implementations that have the game idea at their core. Since this leads to the fact that one does not really know what someone means exactly when he speaks of gamification, we have dared an attempt to define known categories for a more effective differentiation. This classification has helped us, especially in recent years, to find a common basis for discussion with customers and partners.
Gamification is the application of game-typical elements in a non-game context.
Growth Gamification aims to adapt the framework of everyday work in such a way that the very behaviors that we seem to make so easily real in games, and which are surprisingly similar to the Growth Mindset, can be developed directly in the real workplace, product, service, or the like.
To do this, we listen to the most successful conditions where people can be their natural best, aka develop a Growth Mindset to improve less successful (work) environments, products, customer experiences and services.
In a serious game, the goal is for the player to automatically solve a real-world problem as they progress within a classic game. This is done by breaking down an issue that currently occupies us in real life to such an extent that complex issues are made easier to understand and thus accessible to everyone by adapting levels, rules, game elements and more.
The game Fold.it is probably a prime example here, which succeeded in making the scientifically highly complex and lengthy search for endogenous protein strands and their 'folding possibilities' so interesting that thousands of players took up the challenge and thus discovered folding combinations that science had been searching for for years.
Game-Based Learning (GBL for short) uses the product game as a tool to 'transport' content to be learned and to convey it to the player in a more entertaining, understandable and sustainable way through playful interaction.
One characteristic is often that the content to be learned has top priority. In case of doubt, the fun of the game has to be subordinated to this. You can also put it this way: In GBL, learning is the goal, while in a classic game, learning is actually only a means to an end and the fun of the game comes first.
A practical example of the category of GBL applications is represented by the game School of Dragons .
A simulation, in a corporate context, is a game that gives the player the freedom to tackle and test certain tasks within the simulation. This allows the person involved to fail even within this context, to learn from it and to try again without having to fear real consequences.
While up to this point the characteristics of a simulation and a serious game are the same, the difference between the two approaches ultimately lies in the desired business objective.
Serious games aim at finding solutions to real problems through the playful use of the users, which have not yet been found in the direct and real environment. It can therefore also be described as a kind of 'crowdsourcing tool'.
In a simulation, on the other hand, the game 'simulates' a real process that is unavoidable from the company's point of view. This means that the player of the simulation is trained to behave in a very specific way, or that individual skills are deliberately promoted.
Game-Based Marketing reveals the design secrets of successful games such as Farmville, World of Warcraft, Dota, Bejeweled and of course board games, card games to enable you to create profitable & game-like experiences on your website/apps.
Game-based marketing can manifest itself in different variants such as in-game advertising, advergames, serious games, reward programs and also Growth Gamification.