Gamification is a technique which designers use to insert gameplay elements in non-gaming settings, so they enhance user engagement with a product or service. By weaving suitably fun features such as leaderboards and badges into an existing system, designers tap users’ intrinsic motivations so they enjoy using it more.
Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game-design elements and game principles (dynamics and mechanics) in non-game contexts.
Gamification is part of persuasive system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy, public attitudes about alternative energy,[ and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist.
Limitations:
Manipulation: Gamification is about motivating users by enabling them to have fun, not tricking them into doing things.
Building a Game: If you overdo the game features, you’ll defeat the purpose of incentivizing users to complete real-world tasks.
Magic Paint: The system you’re gamifying must be good per se. If it’s subpar, gamification cannot make it a success.