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Home » Marketing » What is Gamification? Marketing, Education and Healthcare

What is Gamification? Marketing, Education and Healthcare

June 27, 2022 | By Hitesh Bhasin | Filed Under: Marketing

Gamification is the use of game design concepts and principles in non-game situations. Gamification has been studied and implemented in a variety of domains, including education, business, government, healthcare, environment, and human resources to encourage people to adopt specific behaviors. The goal of gamification is typically to encourage engagement with a product or service.

Gamification is often used as a marketing tool to engage customers or users. It can be used to increase customer loyalty, interaction, and participation. Gamification has been shown to improve customer satisfaction and retention rates. Gamification can be used in a variety of settings, including online communities, educational institutions, workplaces, and health care organizations. Gamification can be used to encourage people to adopt new behaviors, learn new information, or complete tasks.

Table of Contents

  • What is Gamification?
  • Gamification Meaning
  • Where Did it Come From?
  • Why Use Gamification?
  • How Does Gamification Work?
  • Problems that Gamification can Solve
  • Overview of Gamified Learning
  • How Can I Gamify Education In My Classroom?
    • 1. Gamification in grading
    • 2. Gamification in feedback
    • 3. Award students with badges
    • 4. Use a leaderboard
    • 5. Integrate educational video games into your curriculum
    • 6. Gamify homework assignments to encourage informal learning
    • 7. Use game-based learning in your classroom
  • Gamification in Education Examples
    • 1. Computer Games
    • 2. Apps: Google’s Read-Along
    • 3. Classroom: Kahoot
  • Gamification In Marketing
    • Gamification in Marketing Examples
    • 1. Nike+
    • 2. Foursquare
    • 3. Zombies, Run!
  • Gamification In Healthcare
    • Gamification in Healthcare Examples
    • 1. Pillar
    • 2. CARROT
    • 3. Fitbit
    • 4. MyFitnessPal
    • Conclusion!

What is Gamification?

Gamification is the use of game mechanics and game design principles in non-game contexts. Gamification is frequently utilized as a marketing approach to engage clients and users. It is the inclusion of game principles, game thinking, and mechanics in non-game applications, in order to encourage people to adopt them.

The term “gamification” refers to the use of game-style mechanisms to encourage people’s involvement in non-game contexts and activities. Gamification is the application of gaming features to non-gaming activities. Gamification strategies may help increase customer and employee engagement, as well as sales and cost savings. There are some risks associated with gamification, depending on how it is done.

Gamification Meaning

People’s natural inclinations for competition, accomplishment, collaboration, and giving are used in gamification. Game design tools such as rewarding users for achievements, “leveling up,” and earning badges are brought into the real world to assist individuals to reach their objectives or improve performance.

Gamification is a term used to describe activities that include game-like elements. Frequent flyer rewards systems provided by airlines are perhaps the most well-known example of gamification. The level of engagement, influence, brand loyalty, time spent on an activity, and the game’s capacity to go viral are all important measurable success indicators from gamification.

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The concept of gamification is defined as the integration of game-style incentives into non-game or everyday tasks. Gamification occurs whenever game-related features or aspects of gaming design are introduced to non-game settings.

Gamification is the process of turning real-world activities into game-like experiences in order to encourage people to accomplish their objectives. Frequent flyer programs, loyalty points, and frequent shopper points are all good examples of gamification in everyday life. Customers are encouraged to “play” and earn points by giving them incentives for ongoing consumption in all of these cases.

Where Did it Come From?

Gamification has roots in behaviorism and game design, as well as social psychology. Behaviorism is a psychological approach that focuses on observable behaviors and reinforcement. Game design is the process of designing gameplay mechanics, environments, and stories to create a game. Social psychology is the study of how people think, feel, and behave in social situations.

Gamification was first used as a term in 2002 by Nick Pelling, a British consultant specializing in web application development. He coined the term to describe the use of games to solve business problems or engage customers. Gamification has since been used in a variety of settings, including online communities, educational institutions, workplaces, and health care organizations.

Why Use Gamification?

Gamification can be used to encourage people to adopt new behaviors, learn new information, or complete tasks. Gamification has been shown to improve customer satisfaction and retention rates.

Gamification can be used in a variety of settings, including online communities, educational institutions, workplaces, and health care organizations. Gamification can be used to encourage people to adopt new behaviors, learn new information, or complete tasks. Gamification may also help increase customer and employee engagement, as well as sales and cost savings.

How Does Gamification Work?

How Does Gamification Work

Gamification works by providing people with rewards for completing tasks or reaching goals. Rewards may include points, badges, leaderboard rankings, or virtual currency.

Gamification may also involve incorporating game-like features into non-game activities. For example, work tasks may be structured like a video game, with levels to be completed and rewards to be earned.

All in all, the gamification strategy revolves around game design elements or gamification elements in education, marketing, healthcare, learning, and development processes to boost user engagement.

Problems that Gamification can Solve

Some of the problems that gamification techniques can solve are

  1. Lack of customer engagement
  2. Lack of employee engagement
  3. Lack of student motivation
  4. Need for customer loyalty
  5. Learner engagement in workplace training
  6. Low sales
  7. Completing chores and mundane tasks
  8. High costs
  9. Recruitment issues
  10. Customer retention
  11. Difficulty completing tasks
  12. Difficulty learning new information
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Overview of Gamified Learning

Gamified learning is a type of learning that incorporates adding gamification elements into the learning process. Gamified learning may use points, badges, leaderboards, or virtual currency to encourage people to learn new information or complete tasks. Gamified learning has been shown to improve learner engagement and motivation. Gamified learning may be used in a variety of settings, including online communities, educational institutions, workplaces, and health care organizations.

Higher education gamification is a teaching method that builds a game-like environment around the course curriculum and course goals. These game systems’ goal is to encourage students to participate in the class lessons. The notion of gamification in higher education has grown popular among a range of businesses that have created game platforms for many different disciplines. There are a variety of ways that you can gamify learning:

  1. Creating a points system for completed tasks
  2. Offering rewards for reaching goals
  3. incorporating game-like features into your lesson plans
  4. using digital games as part of your instruction
  5. Gamifying assignments and assessments

How Can I Gamify Education In My Classroom?

Gamifying your classroom can provide students with a sense of purpose and direction while they are completing their work. Gamification can also help students to see the connection between what they are learning in class and how it can be applied to the real world.

Gamified classrooms have been shown to improve student engagement, motivation, and achievement. Let us have a look at some of such ways game elements are added in classrooms

1. Gamification in grading

Gamification can also be used as part of the grading process. Gamified grading systems may use points, badges, or leaderboard rankings to encourage students to complete their assignments and improve their grades.

2. Gamification in feedback

Gamification can also be used to provide feedback to students. Feedback may be given in the form of points, badges, or comments. Gamified feedback systems have been shown to improve student engagement and motivation.

3. Award students with badges

Gamification can also be used to award students with badges for completing tasks or reaching goals. Badges may be awarded for a variety of accomplishments, such as completing an assignment, getting a good grade, or participating in class.

4. Use a leaderboard

Gamification can also be used to create a leaderboard to track student progress. Leaderboards may be used to encourage competition among students or to simply track individual progress.

5. Integrate educational video games into your curriculum

Gamification can also be used to integrate educational video games into your curriculum. Educational video games can be used to teach a variety of subjects, including math, science, and literacy.

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6. Gamify homework assignments to encourage informal learning

Gamification can also be used to gamify homework assignments. Gamified homework assignments may use points, badges, or leaderboards to encourage students to complete their work. Gamified homework has been shown to improve student engagement and motivation.

7. Use game-based learning in your classroom

Gamification can also be used to incorporate game-based learning into your classroom. Game-based learning is a type of instruction that uses video games to teach academic content. Game-based learning has been shown to improve student engagement, motivation, and achievement.

Gamification can be used in a variety of settings to improve learner engagement and motivation. Gamified classrooms have been shown to improve student engagement, motivation, and achievement.

Gamification in Education Examples

Let us have a look at some of the educational gamification examples around the world-

1. Computer Games

Minecraft – Education Edition: Gamification has been used in the education sector for a long time now. One of the most popular examples is Minecraft – Education Edition. This game was designed for education and has been used by millions of students around the world.

2. Apps: Google’s Read-Along

Gamification is not just limited to games. Gamification can also be used in apps. Google’s Read-Along is an app that uses gamification to help students learn to read. The app uses a variety of games and activities to help students improve their reading skills.

3. Classroom: Kahoot

Gamification is not just limited to games and apps. Gamification can also be used in the classroom. Kahoot is a gamified learning platform that is used by millions of teachers around the world. Kahoot allows teachers to create games and quizzes that are played by students in the classroom.

Gamification In Marketing

Gamification can also be used in marketing. Gamification in marketing is often used to engage customers and promote loyalty. Gamification in marketing may use points, badges, or leaderboards to encourage customers to make purchases or complete tasks. Gamification has been shown to be effective in engaging customers and promoting loyalty. Few practices that are used in such cases are-

Transmedia: Gamification can also be used in transmedia. Transmedia is a type of storytelling that uses multiple media platforms to tell a story. Gamification in transmedia may use points, badges, or leaderboards to encourage customers to interact with the story across multiple platforms.

Brandification: Gamification can also be used in brandification. Brandification is the process of using gamification to build brand awareness and loyalty. Gamification in brandification may use points, badges, or leaderboards to encourage customers to interact with the brand.

Gamification in Marketing Examples

Gamification in Marketing Examples

1. Nike+

Nike+ is a fitness tracking app that uses gamification to motivate users to stay active. The app uses a variety of games and activities to encourage users to stay active and reach their fitness goals.

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2. Foursquare

Foursquare is a social media platform that uses gamification to encourage users to explore new places. The app uses a variety of games and activities to encourage users to visit new places and check-in at different locations.

3. Zombies, Run!

Zombies, Run! is a fitness app that uses gamification to motivate users to stay active. The app uses a variety of games and activities to encourage users to stay active and reach their fitness goals.

Gamification In Healthcare

Gamification can also be used in healthcare. Gamification in healthcare is often used to engage patients and promote healthy behavior. Gamification in healthcare may use points, badges, or leaderboards to encourage patients to take their medications or complete their exercises. Gamification has been shown to be effective in engaging patients and promoting healthy behavior.

Gamification in Healthcare Examples

1. Pillar

Pillar is a healthcare app that uses gamification to motivate users to take their medications. The app uses a variety of games and activities to encourage users to take their medications and stay healthy.

2. CARROT

CARROT is a healthcare app that uses gamification to motivate users to stay healthy. The app uses a variety of games and activities to encourage users to eat healthy, exercise, and take their medications.

3. Fitbit

Fitbit is a fitness tracking app that uses gamification to motivate users to stay active. The app uses a variety of games and activities to encourage users to stay active and reach their fitness goals.

4. MyFitnessPal

MyFitnessPal is a fitness tracking app that uses gamification to motivate users to stay active. The app uses a variety of games and activities to encourage users to stay active and reach their fitness goals.

Conclusion!

Gamification can be used in a variety of settings to improve engagement and motivation. Gamified classrooms, apps, and games have been shown to improve student engagement, motivation, and achievement.

Gamification can also be used in marketing to engage customers, increase engagement and promote loyalty. Gamification has been shown to be effective in engaging patients and promoting healthy behavior. Gamification can also be used in brandification to build brand awareness and loyalty.

When used effectively, gamification can have a positive impact on students, patients, customers, and employees. Effective gamification is used to motivate people, increase participation, get immediate feedback, and optimize all experience points to improve educational as well as corporate training, marketing, and development programs.

Here is a video by Marketing91 on Gamification.

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About Hitesh Bhasin

Hitesh Bhasin is the Founder of Marketing91 and has over a decade of experience in the marketing field. He is an accomplished author of thousands of insightful articles, including in-depth analyses of brands and companies. Holding an MBA in Marketing, Hitesh manages several offline ventures, where he applies all the concepts of Marketing that he writes about.

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