Sept 6720 – 2

Popularity of Gamification in the Mobile and Social Era. Focus Game vs Gamification.

Published in Library Technology Reports February/march 2015 by Kim Bohyun

This article focuses on the research that  regarding the leveraging of gamification by companies to engage consumers and clients with both games and incentives for promoting, marketing, engagement, and customer loyalty. There have been over 350 companies involve in gamification projects since 2010. The current research is suggesting that this surge is taking place in reaction to the increase in mobile technology (2013 State of Online Gaming Report by Spil Games).

The word gamification was original coined by N. Pelling in 2002 but did not start to catch on until 2010. To clarify: gamification is not the creation of a game but instead transferring some of the positive context/attributes of come game into something that is not a game and is used for contextual learning in different subject areas. Example would be using the game World Of War Craft within a math class to discuss strategies for points value and trading. Teachers are finding ways to use a variety of different multi player online games to encourage a deeper understanding of specific context. Think about how history comes alive when playing Civilizations type game.

For the focus of this article the author used Foresquare and Waze. Both of these have mobile apps which allows for great diversity and exploration. Waze is a Global Positioning System app. It gives you driving direction and also tips from other participants when you are passing or stopping at different locations. This encourages the user to also participate by leaving their feedback.

The author discussed the adoption of gamification by Quest2learn charter school in New York City. The school is currently working towards gamifying the entire school. They use games as the rule -based learning system. The context is built into the system as characters are explorers, mathematicians, historians, writers, and biologists. Students use strategic thinking to make choices, solve complex problems, seek content knowledge, and consider others point of view. The schools choice is supported by a 2012 Higher Education report indicating that game-based learning would be increasingly wide spread over the next few years. Specifically in higher education. This schools choice will help prepare students for this trend.

Even with all of the benefits there are some draw backs. These include but are not limited to: economic hardship (students can not afford mobile devices) and lack of internet service.

This article give me a variety of different resources that I can look up as I move deeper into the research regarding games in context.

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