Gamification of Exercise, Education, and Entertainment
Gamification is a term that can be defined asĀ āthe use of game design and mechanics to enhance non-game contextsā.
Gamification can be used to motivate people to exercise and/or enhance their exercise experiences, which is what the gameĀ āZombies, Run!ā aims to do. With over a million players, Iād say theyāve been pretty successful so far. I have yet to try the game myself, but I do want to. Itās an immersive gaming experience that makes you feel like youāre running away from zombies and towards safe zones or helpful resources-- whatās not to love? Iām very intrigued by this game, and definitely want to try it. Iāve just gotten excited about exercising, without even really realizing thatās whatās happening! Gamification can be a great way to make exercise fun and engaging.
Hereās a link to the āZombies, Run!ā website, which features more in depth descriptions of the details of the game, as well as a compelling trailer for it:Ā https://zombiesrungame.com/
In addition to exercise, another experience that is often unpleasant, but very good for people, is education. This can also be enhanced by gamification, both in and out of the classroom. The following article explains multiple ways gamification can be useful in the classroom, such as gamifiying grading with āexperience pointsā instead of letter grades, awarding badges for achievements, fostering healthy competition in the classroom, and more:Ā https://tophat.com/blog/gamification-education-class/
Outside the classroom, educational games are doing what educational TV programs aim to do, but in a more interactive way. I remember, as an elementary-school child, playing many educational games on my Quantum Leap Pad. I was always a fan of learning, even as a young child, but I absolutely abhorred mathematics. The Quantum Leap Pad games even made learning math fun! To this day, most of the basic math I know, I remember learning more from PBS Kids shows and Quantum Leap Pad games than from what I actually learned in a classroom. When you make learning a fun, interactive experience, it motivates people, especially kids, to do it AND makes the material easier to process and actually remember. Hereās a couple pictures of what a Quantum Leap Pad and the math game I played look like:Ā
Another, more generally pleasurable experience than exercise or education, which can still be further enhanced and made even MORE entertaining is TV watching. Shows that include voting, such as American Idol, Dancing with the Stars, and more, have already included an interactive, game-like feature into the experience of watching TV. However, The Voice, a singing competition show, has further expanded on the gamification of TV watching by adding an element to their voting app which includes creating your ownĀ āteamā like the coaches on the show do, in which you pick the contestants you think will make it into the finale and the longer those contestants are on the show, the more points you gain. There is even a leaderboard that compares your score to that of your Facebook friends. Hereās a link to The Voice appās website:Ā https://www.nbc.com/the-voice/exclusives/app-s13
The Bachelor/The Bachelorette is a show that typically doesnāt include a voting element, but has now also begun including aĀ āfantasy leagueā element, in which you can try to predict which suitor the Bachelor or Bachelorette will pick to be theirĀ āfinal roseā (the person they end up with, and probably get engaged to, at the end of the season). Hereās a link to the BachelorĀ āfantasy leagueā website (which is sponsored by ESPN), which becomes the BacheloretteĀ āfantasy leagueā website when a season of that show is airing:Ā http://games.abc.go.com/bachelor-fantasy-league/en/
Unlike The Voice app interactive āteam-buildingā game, which is just played for fun and for bragging rights, whoever wins the most points in the fantasy league game can win a trip for two to attend the live filming of The BachelorāsĀ āAfter the Final Roseā episode, which is filmed in L.A. That definitely incentivizes people to both watch the show and play the game!Ā
Gamification can motivate you to do things you donāt enjoy already doing, or further enhance already-enjoyable experiences, which makes it useful for exercise, education, entertainment, and more!