gamefication
The word "gamification" is used to explain the use of game mechanics inside a setting to assist encourage user engagement. There are many gamification examples used in addition to social networking, social buying and websites. Obviously game titles being the major supply of of inspiration and application.
Within the past year, over $10 million in seed capital has flowed into gamification platform startups and over $25 million into companies applying gamification like a core customer strategy. A minumum of one $100 million fund has recently dedicated a portion of their investment to gamification.2 Marketers also have fully embraced the tremendous potential of harnessing social online activities and games for that purposes of enhancing brand awareness-worldwide online social-networking advertising spending likely to exceed $4 billion by the end of 2011 (see Figure ).Targeted, casual social gaming audiences are among the best and compelling current online opportunities3.
Figure . Gamification examples - Advertising spend on websites keeps growing.
1 Proceedings at Gamification Summit 2011, Wanda Meloni, M2 Research, January 20, 2011.
2 “VCs level up with ‘gamefication’ investments,” VentureBeat, December 10, 2010.
3. Urstadt, B., “Social Networking Isn't a Business-But It may be Soon,” MIT Technology Review, July/August 2008.