Gamification is inspired by game theory, a mathematical science that has direct applications in economics, sociology, and psychology and obviously in marketing. In this context, the point is to involve users by solving problems and offering rewards to guide their behavior. Involving users and consumers is a market classic (think of supermarket stickers). This trend in the future will continue to grow because the internet and the digital world are ideal places to create, measure, analyze and influence people’s behavior, for example through apps that offer rankings, scores, levels, making users protagonists with the aim of retaining them ad a brand.
What is Gamification
Gamification is often used in the business environment to analyze and interpret employee behavior, stimulating them and encouraging competition to do better by offering prizes. This is the case of software developed on behalf of a freight transport company to control the driving of drivers. By analyzing parameters such as speeding, too sudden braking, accident rate, in the end, the company was able to draw correlations between behavior and costs, improving safety and productivity, but also offering workers with higher scores a source of pride. In the case of the dota 2 mmr boosting this is very important now.
It is clear that the concept of playing video games for the new generations will go well beyond the walls of the home, purchases, the corporate world and in the future will also concern the learning and training processes. Maybe one-day society’s problems will be solved through a game that will teach people the virtuous behaviors to follow. Whether it’s the environment, society, economy, winning points will affect everyday life. Hope for the best.
From demonization to beatification
Is this what happened to video games for the world of psychological research? Unfortunately, it seems so, at least in part hoping that this will lead to a greater balance in the ratings. In fact, if for decades we have been reading about the negative impact that video games could have on children’s growth, development, concentration, a propensity to violence, for some time it has not been difficult to find studies and research on the benefits and on the benefits they can offer.
The latter, in chronological order, is from Oxford University and claims that playing video games every day for a limited time (less than an hour) can have a positive impact on development. Things change, however, if you go beyond three hours: in this case, the level of general satisfaction is much lower. The research was conducted on 5 thousand children between 10 and 15 years old. Among them, 75% said they play every day. The results showed, in particular, that those who play every day for a maximum of one hour have higher overall satisfaction levels than their lives, the best levels of positive social interactions, have less type and reason and hyperactivity problems. The greatest malaise, however, is registered in the group that said to play more than three hours a day. Video games, yes, but with some rules.