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If an task some game life elements to it, then you are more likely to complete that task.

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The growth of more game-like system interfaces

An increased focus on performance

Introduction into the fields of virtual and augmented reality

https://learningsolutionsmag.com/articles/2369/the-future-of-gamification

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I'm attempting to apply for a position as a social media coordinator for a small not-for-profit, I'm hoping that with the skills I've learned and knowledge I've gained I'll be a good fit for the role. I've already applied those skills to a volunteer position I undertake and the feedback has been wonderful, so I look forward to continuing to use these skills and help out as best I can in teaching the next generation.

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Gamification can help build habits such as a habit of focussing and avoiding procrastination

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Gamification allows people to get more satisfaction out of everyday tasks in various settings

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I never truly realised before this unit how much of society had been gamified, especially business.

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I never truly realised before this unit how much of society had been gamified, especially business.

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Motivation does determine if a task is completed but it also determines how well the task is conducted

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People are more likely to be motivated if they enjoy/see a reward in what they are doing.

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Never knew that gamification is fun, and impactful

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There is an increased need to provide people with extra motivation/incentive to do specific tasks

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The unit has revealed that motivation is a key to sucess. It's a reason as to why so many tasks are/aren't completed in society. 

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The unit has revealed that motivation is a key to sucess. It's a reason as to why so many tasks are/aren't completed in society. 

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I am finding gamification everywhere and in future situations both in and outside of university I can now consider using gamification to boost mine and/or others engagement.

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By using a few of the tips and tricks taught to me I will do my best to create an environment in my workspace that will encourage others to stay happy and focused. I'll keep checking in on the unit hashtag for new ways to think outside the box and make work not so drab and dull.

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Utilise the connections that we had made during the unit. Work with the people we enjoyed working with to continue making media. 

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Utilise the connections that we had made during the unit. Work with the people we enjoyed working with to continue making media. 

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Gamification is a very effective means of improving efficiency. And it is suitable for many fields.We apply gamification to life and work, which will make us like life and work more.

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Try to strategically follow and engage with those in the creative and digital media field on social media. "Build a community"

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Try to strategically follow and engage with those in the creative and digital media field on social media. "Build a community"

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It motivates people to do their best, especially activities that are 'boring'

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It appears in a lot more places than you might expect and can increase motivation to work/study.

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Motivation is nuanced and the more successful applications of gamification take this into consideration

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Motivation is nuanced and the more successful applications of gamification take this into consideration

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A key requirement in motivation is giving reward. Most people reward themselves with free time, food or other rewards.

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Gamification burst on the scene several years ago, capturing the imagination and attention of many in the industry. Peering into the proverbial crystal ball, four respected thought leaders in the field weigh in on where they believe gamification is headed.

Karl Kapp

Karl Kapp is a professor and assistant director at Bloomsburg University's Institute for Interactive Technologies, and author of the authoritative book The Gamification of Learning and Instruction. An early proponent of gamification, he has observed a host of changes over the years. One of the most interesting, he said, is the diversification of gamification methodologies.

"Originally, gamification was mostly about points, badges, and leaderboards, but it has changed to include additional game elements such as story, feedback loops, and the freedom to fail," Kapp said. He pointed out that vendors have developed a myriad of ways to apply the concept of gamification. One of the most common entails the user playing a short game before being introduced to content. Some approaches are competition-based, where the learner must answer a question before a co-worker; and others are badge-based, where the learner gets rewarded for certain activities. He anticipates that the trend of gamifying different applications will continue to grow.

Kapp foresees the expansion of gamification in three key areas:

The growth of more game-like system interfaces

An increased focus on performance

Introduction into the fields of virtual and augmented reality

"As gamification continues to grow, our order-entry systems will become more gamified, our learning management systems will become more gamified, and the use of game elements to engage employees will continue to become infused with other systems," Kapp said. "Increasingly, I expect gamification to be linked to business systems and operations, with the game elements directly tied to an employee's performance. The third area of growth I see in gamification is in the area of virtual and augmented reality. I think gamification will have a large impact there.

"I'm excited about the future," he concluded.

Carol Leaman

Axonify is a Canada-based vendor and leader in the gamification market. "When we first started out about five years ago, even the name 'gamification' was in its nascent stage," CEO Carol Leaman said. She added that the field has evolved dramatically over the past five years, with a growing body of research available to support claims of its effectiveness.

"We know that gamification works. We know that game mechanics can drive human behavior due to what is commonly referred to as the dopamine effect," Leaman said.

She admits that the concept of gamification is still relatively new, and a lot of businesses are thinking carefully before diving in. "It's still very early in that evolution of companies embracing gamification as a technique to drive engagement and participation," she said. However, she believes the positive data emerging from recent studies will motivate and encourage companies to take a closer look.

Leaman is confident that gamification will continue to grow, fueled in part by the explosion of technology that permits users to access games at their convenience, on their mobile phones. She predicts that businesses "will experience increased penetration, with gamification a key part of the learning experience."

Andrzej Marczewski

Andrzej Marczewski is a UK-based gamification expert and author of the book Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design. He is often asked about what he believes the future portends for gamification.

He offered the following response: "In my view, we will not speak about gamification within the next few years. It will be spoken about in the same way social media or digital is, just another part of various strategies. In the case of gamification, it will become part of a standard set of tools for experience design."

Marczewski believes gamification will continue to thrive. "The future is bright for gamification, I feel, because the future for games is also bright," he wrote. "Where they go, we are sure to head to eventually."

Juliette Denny

Juliette Denny, managing director at Growth Engineering, is amazed that gamification has become a trendy buzzword. "Playing games is not new, and gamification has been around for a long time. It's just that the learning and development industry suddenly decided that it's new," she said.

Several years ago, the UK-based vendor introduced a playful form of gamification to make its clients' online corporate compliance training more engaging. "We never got into gamification because we thought it was the be-all and end-all of learning technologies," Denny said. "We wanted to produce learning technologies that would inspire learners to take their personal development seriously and really invest in themselves."

Although she has observed an uptick in the gamification marketplace, she believes many companies are doing a poor job of engaging learners. "What we've seen is a lot of people who say: 'We've got badges. We do gamification.' But I think that's missing the point," she said. "People have badge fatigue. The badges need to mean something. They need to have emotional resonance in the mind of the learner in order to drive behavior."

In the future, Denny hopes companies will focus on more innovative ways to present content. She maintains that when workers have fun with learning, they will strive to learn more. "Life is too short for boring learning," she said. "If the world could come together and create more exciting education, then we could change the world."

She said engagement is especially important to today's younger workers, who often leave their jobs if they perceive a lack of connection. She quoted one of Growth Engineering's key mottos: "Fail to engage and you'll be engaging with failure!"

When considering the future of gamification, Denny echoed the words of Marczewski. "We solidly believe that in two to five years we won't be having conversations around gamification, because everyone will have an element of gamification that means something to them and their brand, purpose, and vision," she said. "Gamification as something new will cease to exist."

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Gamification burst on the scene several years ago, capturing the imagination and attention of many in the industry. Peering into the proverbial crystal ball, four respected thought leaders in the field weigh in on where they believe gamification is headed. Karl Kapp

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It's like fuel, we need it to start an activity.

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Gamification is a good interpretation of motivation. Internal motivation is more effective than external motivation.(That is very important to give full play to subjective initiative.

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Gamification could almost be a specific field of psychology!

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Gamification could almost be a specific field of psychology!

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https://www.gamify.com/gamification-blog/gamification-in-2021-a-more-matured-approach

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'Gamification isn't going to suddenly explode into a pile of pixels. It's here to stay.'

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'Gamification isn't going to suddenly explode into a pile of pixels. It's here to stay.'

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Gamification isn't going to suddenly explode into a pile of pixels. It's here to stay. But what does its future look like? Join us as we jump into a DeLorean, reach 88mph and hurtle into a gamified future.

Growth Engineering have been in touch with leading gamification experts from around the world. Each of them have contributed their own unique insight, to help paint a picture of how gamification will evolve and develop over the coming years.

The findings of this report into the future of gamification can be arranged into three main categories.

1. Gamification will evolve. If our understanding of gamification doesn't evolve with it, it will become outdated. An outdated understanding of its capabilities will limit its potential. We mustn't let this happen.

2. The surge in technological innovation will lead to an explosion in new expressions of gamification.

3. Further academic research into gamification is essential to its evolution. It will open up new ways to apply the principles of gamification. It will also provide scientific rigour to gamification practice.

This report emphasises the potential of gamification to transform behaviour, business and even society. Here's what we have in store...

Contents

Introduction

Gamification may have only received its name in 2002. However, the practice of making everyday tasks fun by making them game-like has been around for millennia.

In the past five years, gamification has changed more than it did in the 1,000 years preceding them. The standard ( yet still effective!) practice is to apply game mechanics such as points, badges and leaderboards. But now, it is increasingly becoming something extraordinary.

Particularly, the next two, five, even ten years will see even more substantial changes. As technology advances at an exponential rate, the evolution of gamification will leap forward.

Peering into what the future of gamification holds is no small feat. Nonetheless, we've gathered seven gamification experts who took up the challenge.

In this report, you'll benefit from their unique insight. Each expert adds their own piece to the puzzle. As these pieces come together, this would create a picture of what the future holds.

Meet the Experts

Craig Mills: Craig was the Learning Manager at , the UK's largest video games retailer. His passion for gamification is undeniable. His expertise helped GAME deliver gamified training to thousands of employees, winning loads of awards along the way.

Dr. Marigo Raftopoulos: is a digital media expert. She works with games and gamification, to facilitate enterprise innovation and development. She has a global presence, having been published in peer-reviewed journals and spoken at global events. Her research has added scientific rigour to gamification practice.

Vasilis Gkogkidis: is a gamification trainer working for GAMIFICATION+ LTD. Secondly, he is an organiser of Gamification Europe and a Lego Serious Play facilitator. He is also a PhD researcher at the University of Sussex where he researches gamification, innovation and crowdsourcing.

Rob Alvarez: Rob, AKA Professor Game is an expert, speaker and advocate for the use of gamification in education. He's the creator and host of the Professor Game podcast. In addition, he works at IE Business School Publishing. His focus is on interactive and engaging learning experiences.

Dr. David Chandross: teaches at Ryerson University and is also the lead game designer/researcher at Game and Train. David also works closely with Sim-ONE, Canada's healthcare simulation network. He is proud to have contributed to the gamification of addiction medicine, funded by the College of Family Physicians of Ontario.

Juliette Denny: Juliette Denny is the Ideologist in Chief of Growth Engineering. She's also a GameFed member, a world-renowned speaker and an industry pioneer. Her thought leadership approach wages war on dull online learning. In fact, gamification is the #1 weapon in her arsenal.

Craig Mills: The Future of Gamification in L&D

Gamification & GAME

Gamification is not a new concept for GAME. As you might expect, we immerse ourselves in the latest trends and hype for all the popular gaming experiences.

Our employees' development thrives because of a gamified LMS. Our employees are passionate gamers who are hungry for the most engaging experience. Above all, we see the need to be thinking of the future at all times.

Gamification in HR

There is a need for gamification to be embedded in HR practices. Such things include values, purpose, personal development, coaching, and recognition. This is something businesses have struggled with. They all stand to benefit from the competitive and engaging nature of gamification.

Imagine a world where you can create a selection of competencies, linked to specific targets upon completion of content. As your learners complete their learning, they can see their stats progressing! This leads to levelling up. Specialist titles would be unlocked as they reach milestones. Then learners can boast about this on their profile. You can ask people skilled in a certain area for support. Similarly, you can give advice to someone in an area you are proficient in!

Everyone loves collecting things. But collecting an endless supply of badges can quickly lose its impact. As such, this element is ready to evolve into something more. Skill-specific badge collections, timed and themed collections, and a recognition system are great incentives. This would really help gamification to maintain its impact over time.

We need to move beyond the gamification of learning. Clearly, we need to move towards the gamification of behaviours and practice in business.

Our learners are looking for all these features and more. They expect them to be delivered via a mobile user-friendly platform. Particularly, such a platform will likely include push notifications, challenges and events. Furthermore, it can also include a detailed dashboard for you to view your progress and compare it with others.
In other words, gamification is popular now but this is nowhere near the level of popularity the future holds.
Marigo Raftopoulos: Strategic Gamification

What Will Gamification Look Like in the Future?

In the future, gamification will be a strategic management tool rather than a simple solution of game-based design features.

Gamification will be about how we think, how we collaborate, and how we co-create a different way of learning and building a community.

How will Gamification have changed?

Gamification's development to date has been dominated by a focus on technology and gameful-design. But now, and frameworks that can be applied across a broad range of applications. Hence, i t's evolving into a more substantial science that's backed by rigorous research. Specifically, these are theories t his represents a shift in focus from short-term tactical solutions to long-term strategic development.

How Will Gamification Affect People's Lives?

Strategically focused gamification will rely less on behavioural design elements. It will lean more towards building human agency, autonomy and capability. This means that we empower people in a meaningful way rather than nudge, push, entice and reward. The latter just makes people a little happier about the current system. It doesn't empower them to change the system.

The Relationship Between Gamification and Innovation

Gamification has provided an innovative approach to existing solutions. However, it is limited in its capability to develop innovative outcomes that could drive paradigm shifts and problem-solving. This is a subtle but important difference.

Hence, the most significant (social, economic, environmental) challenges we face are those requiring systemic change and managing complexity. Clearly, this will require a different type of gamification than the one we know.

Vasilis Gkogkidis: Gamification: An Art and a Science

Community-Based

I believe that the future should be community-based. There is a lot of value in people getting together, in sharing knowledge and best practice. For gamification to survive, we need to come together, compare notes and talk to each other regularly.

Opportunities

There is a lot to be improved in learning, HR and team building. I am also interested in gamification for innovation - a relatively new field of practice and research.

There is a big opportunity for people who want to research gamification projects. Currently, there is not enough research, nor are there enough books that document case studies in an organised and analytical way.

Technologies

AR will be used a lot in gamification (VR will work better for games and completely immersive experiences). In fact, it already boasts some interesting uses in gamification projects.

Specifically, cloud-based solutions are already the norm in any gamification system.

But I would like to see more analogue and face-to-face gamification in offices and workplaces. When we engage people face-to-face and ask them to make something without a computer in front of them, we see exciting results!

The convergence of Academia and Industry
Gamification is part art, part science.
The industry needs to do more reading, and academia needs to do more practice (and work closer to the industry). The industry can discover case studies that academics have been documenting and explaining from a scientific point of view. Furthermore, Academics should document and research more projects more directly connected to the industry.

Rob Alvarez: An Invitation to Gamification

The Sneakiness of Gamification

Gamification has been quite sneaky in the years after the hype. What used to be on many people's bios and many company's descriptions is no longer there. This could mean it is dying out, but many of the key lessons of gamification have continued. What's more, it has even increased to be applied in many circumstances.

This is where it gets interesting. These strategies and ideas have started to sprout into projects, products, classrooms and many other places, even without the intent of gamified design.

A Challenge and an Invitation

This brings forth a new challenge for the future: How do we spot these situations and make them intentional, with the simple goal of making them radically more effective?

The same happened 20 years ago when loyalty programs had a lot of room for improvement. The difference is that we are now aware of how games are able to motivate us. We have been intentionally creating engagement through its strategies. The natural thing is that those who are in the field will get better and discover new things with practice.

As always, there is an invitation to be constantly aware of the opportunities that gamification has to offer. An invitation to be aware of what it can offer your work. An invitation for practice so you get better. More importantly, to become part of the growing team of gamification practitioners around the world!

David Chandross: A Gamified Life

Gameworlds

The principal shift in gamification will be the construction of open gameworlds. These are 3D, immersive locations that players can explore. We are already building these at Baycrest Health Sciences in Toronto, Ontario.

Open gameworlds will become the cutting edge of education technology. It will provide unsurpassed ability to monitor learner progress. Moreover, it can set goals which encourage content exploration, social connectedness, competition or achievement.

Moreover, smart learning-game apps will continue to provide moment to moment feedback to both students and instructors using course analytic software. This will enable educators to assess knowledge through measurement of player behaviours and decision-making in virtual space.

Virtual Space

Virtual space will be created through advances in laser scanning and 3D game-world building technology. In short, you will live in two worlds, the real one, and a virtual one which archives your data for professional or personal use.

Virtual reality experiences will be designed to integrate with game mechanics and learning outcomes. Specifically, this will create a continuous learner experience through achievements, badges and controlled challenges.

Gamified experiences will radically improve skill acquisition, motivation, engagement and learner achievement tracking. Gameworld designs will replace conventional presentation media. This is in order to enable precision in training with the goal of skill rehearsal. Accordingly, this will enable learners to identify target behaviours associated with success.

Authentic alignment will drive learning in all technologies, backed by evidence-driven coaching and mentoring support.
I view the future of gamification as an integration of learning with job and life "performance" using small head-mounted displays and other biologically integrated systems. This will permit gamification technologies to be used for behavioural change. Such include addiction management, fitness and even psychological support.
Juliette Denny: The Engagement Engine

gamification + social features + personalisation = unstoppable engagement

Gamification implemented properly is social and personalised. These three ideas are so interwoven it's impossible to separate them.

Let's take a peek at how the future will look as gamification becomes more socially connected and more personalised.

Gamification and Personalisation

Humans are extraordinary. We're a species of skydivers, roundabout enthusiasts, stamp collectors and astronauts. What makes one person punch the air in excitement might cause another to hide behind their hands.

It's the same with gamification. Where one person is desperate to win rewards, others need encouragement, or crave the freedom to explore.

Right now, gamified software doesn't learn which stimuli each user responds to, but the technology already exists. At Growth Engineering, we're investigating how we can use machine learning to train gamification software. This is in order for us to get to know each user personally.
Gamification software will be able to understand each user and provide them with a tailored experience. The experience will be designed to engage them specifically.
Social Gamification

You might find it hard to imagine the world more connected than it is today. Yet every few years, a new innovation comes along and the world gets that bit smaller. Think Telegrams, telephones, texting, the internet...

Our lives are getting increasingly interconnected.

Connectedness isn't just about staying in touch with old friends. It's about problem-solving. Crowdfunding and crowdsourcing have proven that. They enables us to come together so we can overcome problems that can't be overcome alone.

When people come together to solve problems and overcome challenges, they become part of something greater than they are on their own.

This sense of purpose, (which I call Epic Meaning), is an important game mechanic. It gives people the drive they need to change the world. Combine that with the problem-solving power of a connected world, and gamification could well be the tool we use to solve our greatest problems.

The Engagement Engine of the Future

There are those who describe gamification as a lonely and isolated experience. There are those who think that a one-size-fits-all approach is the future.

But the future of gamification is social and personalised.

Disengagement is the root of many problems we face today. Gamification will solve these problems by bringing people together, empowering them with purpose, and engaging them with stimuli that work specifically for them. In the future, gamification will have the power to overcome any obstacle. It will be able to solve any problem and engage the world.

Key Findings

People will be able to use gamification to shape their skills and behaviours. This would allow them to become the person they want to be.

Technology will open up new opportunities for gamification practitioners. Augmented reality, virtual reality, head-mounted displays, machine learning, biologically integrated systems and game worlds all hold enormous potential.

Gamification is still in its infancy. As it enters maturity, gamification practice needs to be supported by further research. Gamification practitioners also need to work more closely with researchers. Particularly, they need to collaborate in order to increase the body of research literature related to gamification.

At present, gamification is seen as a solution for combating disengagement. In the future, it will be used as a tool for facing 'the most significant social, environmental and economic challenges'.

The Final Word

Based on the extravagance of these predictions, you might assume they're predicting the distant future or that they're long-shot suggestions. But they're not.

Many of the predictions in this report are within touching distance. Some of the contributions describe innovations that have already happened. They're just waiting for wider uptake.

No one can know what the future will look like. But this report arms you with the insight you'll need to inform your decisions and incorporate gamification into your business strategy.

Staying ahead of the curve is important. But it's even more important to be inspired. Gamification has the potential to help solve problems, from individual behaviour change to global issues. Don't let your preconceptions about gamification limit your goals!

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What is the Future of Gamification? (Insight from 7 Top Industry Experts)

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Gamification isn't going to suddenly explode into a pile of pixels. It's here to stay. But what does its future look like? Join us as we jump into a DeLorean, reach 88mph and hurtle into a gamified future. Growth Engineering have been in touch with leading gamification experts from around the world.

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In the future, more attention may be paid to "interesting". I think one of the core of gamification is interesting.

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Gamification in the future will be more more more. Possibly integrated more into our every day lives, similar to the way China operates.

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I think i will use it. it is a very effective way. as a methodology, it is very practical.

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As I'm interested in User Experience Design, the thought of implimenting gamification to improve the experience will definitely influence my decisions.

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Be more active on social media and follow people who are actively making media.

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My job is a content editor. so i will use gamification in a lot of content and operations in the future.

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I actually loved using Slack throughout assessment 3 and will definitely attempt to use it in future when I can!