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Gamification is a term that simply refers to the use of a mechanism based on game contexts that seem to be oblivious to the games, such as education, marketing, or “any” work or activity, with the objective for people to adopt a certain behavior. In other words, is to involve people through small doses of challenges and rewards in order to ensure that they carry out certain actions, using natural predisposition towards the competition and game, to make certain tasks less boring and more fun, so they engage us.

The Gamification has been longer among us than we think, Foursquare is the best example in the online universe.

To “gamificate” any social activity is necessary to extract the features that make attractive games (motivator, causes curiosity, generates reward,  encourages competitiveness and overcoming) and to be able to apply it to the activity we want to gamificate.

How can we bring the gramification to our company and our project?

If we talk in social networks about “engagement” and direct dialogue with the user, we give a turn of the screw and create campaigns and actions which are different and innovative that truly engage the user. The # SocialMedia plays an important role in the strategy of gamification because not only comes to reward user actions, but it gives it a “dot over” making public the results and giving recognition to all his acquaintances, relatives or friends.

In business, gamification can also be a powerful tool to motivate sales forces and increase productivity. It also helps to attract the public, to hold and to get a user to become a customer.

2013 is an important year for gamification, a year that will change the “rules of the game” and will create dynamics for different environments. By using gamification we are able to create engagement and loyalty among users with a product, service, or with the same brand. Thus, the techniques of the game become an accelerator to get users to adopt the behavior we want.

These experiences which live the users with gamification, can become quickly in an emotional experiences that are essential to move people. In the end, gamification is not a game to promote a product, but to involve people through small doses of challenges and rewards to achieve that they empathize with the product and enhance it.

In the current economic and social situation in which all commercial and advertising world is changing, gamification becomes a very important differential value to reach people (customers or not) in a less conventional, more viral, with a positive message, and where we can measure and assess our success perfectly.

Here Is an “Experiment” of Gamification that Volkswagen that took place a long time ago in the Stockholm Metro. His idea was simple, the subway had two staircases, one mechanical and one traditional, well. The traditional was “dressed” like a piano, so that not only visually it looked like a piano, but it sounded like stepping on the keys of a piano… after the experiment showed that almost 70% of people who went through that stretch, walk up preferring the “piano stairs” that were more fun, than by the boring mechanical stairs.

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