The 2012 Survey What is the likely future of gamification game layers feedback loops and Internet
The 2012 Survey: What is the likely future of gamification – game layers, feedback loops – and Internet between now and 2020?
Expect ‘game layers’ to expand, with positive and negative impacts. Survey reveals hopes and fears
Technology officials generally believe that games, feedback loops, and rewards will be more likely to blend into everyday life by 2020, but the opinions are divided on how far this trend will expand. There is. There are some opinions that the movement that applies more game elements to network communication will be useful for education, health, business, and training, and most will be positive. Some experts may know that they may be "playing" the embedded game elements, and they may take the invisible insidious behavior.
In a new survey conducted by Pew Internet / Elon University for more than 1, 000 experts, researchers, observers, and Internet users, nearly half of the respondents go on the Internet by 2020. He said he was convinced that more games would be incorporated into the interactive activities.
The person who responded that games, feedback loops, and rewards stimulating interactions, engagement, royalty, loyalty, fun, and to increase learning will gain momentum in 2020 from the present. It accounted for 53 %, slightly of the majority. Some survey participants said that gamification would continue to be at some limit, and 42 % of the gamification generally did not reach the number of people who were affected outside of a specific field. I emphasized this.
One anonymous investigation participants wrote the following: "I think the ideas inspired by the game will be used more in reason, but many of the daily activities of people who use communication networks. , Or I don't think it will permeate most.
As a whole, the fron t-line technical experts who have been involved in this survey will generally continue to play an important role in the daily activities of many people who use active communication networks. I'm thinking about it. According to Mike Reve Hold, a wel l-known researcher at Institute for the Future, "The development of" serious games, which are produced in various activities of humans, "will be accelerated. < SPAN> Technology officials generally believe that the use of games, feedback, and rewards will be more likely to blend into daily life by 2020, but how far this tendency will expand. Is separated. There are some opinions that the movement that applies more game elements to network communication will be useful for education, health, business, and training, and most will be positive. Some experts may know that they may be "playing" the embedded game elements, and they may take the invisible insidious behavior.
In a new survey conducted by Pew Internet / Elon University for more than 1, 000 experts, researchers, observers, and Internet users, nearly half of the respondents go on the Internet by 2020. He said he was convinced that more games would be incorporated into the interactive activities.
The person who responded that games, feedback loops, and rewards stimulating interactions, engagement, royalty, loyalty, fun, and to increase learning will gain momentum in 2020 from the present. It accounted for 53 %, slightly of the majority. Some survey participants said that gamification would continue to be at some limit, and 42 % of the gamification generally did not reach the number of people who were affected outside of a specific field. I emphasized this.
One anonymous investigation participants wrote the following: "I think the ideas inspired by the game will be used more in reason, but many of the daily activities of people who use communication networks. , Or I don't think it will permeate most.
As a whole, the fron t-line technical experts who have been involved in this survey will generally continue to play an important role in the daily activities of many people who use active communication networks. I'm thinking about it. "Serious games, which are produced in various activities of humans, will accelerate the development of" serious games, "said Mike Reve Hold, a wel l-known researcher at Institute for the Future. Technology officials generally believe that games, feedback loops, and rewards will be more likely to blend into everyday life by 2020, but the opinions are divided on how far this trend will expand. There is. There are some opinions that the movement that applies more game elements to network communication will be useful for education, health, business, and training, and most will be positive. Some experts may know that they may be "playing" the embedded game elements, and they may take the invisible insidious behavior.
In a new survey conducted by Pew Internet / Elon University for more than 1, 000 experts, researchers, observers, and Internet users, nearly half of the respondents go on the Internet by 2020. He said he was convinced that more games would be incorporated into the interactive activities.
The person who responded that games, feedback loops, and rewards stimulating interactions, engagement, royalty, loyalty, fun, and to increase learning will gain momentum in 2020 from the present. It accounted for 53 %, slightly of the majority. Some survey participants said that gamification would continue to be at some limit, and 42 % of the gamification generally did not reach the number of people who were affected outside of a specific field. I emphasized this.
One anonymous investigation participants wrote the following: "I think the ideas inspired by the game will be used more in reason, but many of the daily activities of people who use communication networks. , Or I don't think it will permeate most.
As a whole, the fron t-line technical experts who have been involved in this survey will generally continue to play an important role in the daily activities of many people who use active communication networks. I'm thinking about it. According to Mike Reve Hold, a wel l-known researcher at Institute for the Future, "The development of" serious games, which are produced in various activities of humans, "will be accelerated.
As Leibold points out, gamification is not just about status, community building, or marketing. Game-based approaches to education and problem solving are being presented in new ways. A notable example was in 2011, when University of Washington researchers used the game Foldit to crowdsource the secrets of a key protein that might help treat HIV. The game attracted 46, 000 participants, and in just 10 days of gameplay, it solved a problem that scientists had been working on for 15 years.
Experts share 2020 expectations for gamification
"In addition to crowdsourcing solutions, we expect to see game-style approaches make inroads in training, personal health, business, and education," says Lee Rainey, director of the Pew Research Center and American Life Project.
"We're seeing more and more people using game-based approaches to solve problems, and we ... "Experts point out that game mechanics have the advantage of encouraging specific behaviors and generating measurable feedback.
Background to today's gaming trend: Technology consultant Gartner predicts that 50 percent of corporate innovations will be "gamified" by 2015. Another consultancy, Deloitte, reported it as one of its top 10 technology trends for 2012, and it is now being adopted in training, marketing, education and wellness initiatives.
But some experts on this future of internet research warn that the use of game mechanics could be a threat in some ways.
"Some experts say that people can be manipulated by game elements because they can be used as a propaganda tool. "Others say that people are often unaware that companies and governments use data and gamification models to obtain information, and that some of these games pander to people's already excessive desire to have fun, even at the expense of other activities.
This is the fourth report that summarizes the results of an internet-based survey conducted in the fall of 2011. It collected opinions from a select group of experts and people with a strong interest in the internet on eight internet-related topics.
(The survey methodology is described at the bottom of the page.)
The main findings of this report are presented on the following pages.
Overview "Gamification" has appeared in recent years as an interactive online design that stimulates people's competition instinct. It also includes status indicators such as the number of friends, retweets, leader boards, achievement data, progress bars, and "lift" functions.
Some have denied gamifications as a trend, but neuroscience is discovering a way to respond to such interactive design elements. They state that these factors can, for example, change the human reaction to the stimulus to increase the response time, and to improve learning, engagement and motivation in some situations. I am.
Where will we be by 2020?
Gartner, a technology consultant, predicts that 50 % of corporate innovation will be "gamifation" by 2015. In addition, another consultant company Deloit, the top 10 of the 2012 technology trends, predicted: "Serious game simulation, leader boards, achievements, skills, skills, skills. Games, such as learning, are being integrated into everyday business processes, recruitment, and engagement.
Game engineers are currently adopted for training, marketing, education, and wellness initiatives.
Game play has been a lon g-standing pursuit of Go's simplest hand in China for the first time in China to the first mult i-group online game. Digital games have recorded $ 25 billion in 2010, and their popularity is thought to be the driving force for adopting gamification elements in pursuit of many Internet.
Another main propulsion is the rapid spread of social networks. Currently, 70 % of U. S. Internet users are using it, and the rewards and status information are implicitly embedded in the exchange of people in the online community.
Platforms, which have become popular with social networks such as Facebook and Twitter, are scattered with games and competition elements.
Marketing staff, companies, and other organizations relies on competitive indicators from social network analysis and applications to measure and promote consumer behavior.
But gamification is not just about status, community building, and marketing. New game-like approaches to education and problem solving are emerging. In one classic example, researchers at the University of Washington made waves in 2011 with their game "Foldit," which unlocked a mysterious breakthrough for people who found that a key protein could help treat HIV. The game attracted 46, 000 participants, and in just 10 days, it solved a problem that scientists had been working on for 15 years. Non-digital and digital real-world games based on scenarios and problem solving have been around for a long time, but the label "serious games" has only recently been applied to these types of activities. Some scholars and educators are also interested in using game mechanics and sensibilities as tools to promote learning. A "serious games" movement has emerged that applies game technology to military, corporate, and first responder education programs, cultural and environmental ecology simulations, K-12 education programs in subjects such as mathematics, history, and science, news events, public policy campaigns, science problem-solving strategies, and even physical exercise programs.
Will digital content be applied in new ways to people's digital lives from now until 2020? Or will it remain the same until 2020?
The American Life Project of the Pew Research Center and the Imagining the Internet Center of Elon University recruited very engaged and diverse respondents; the American Life Project of the Pew Research Center and the Imagining the Internet Center of Elon University invited people to answer this question in an online participatory survey. Approximately 1, 021 stakeholders and critics of technology responded with more or less mixed opinions. About 53% said gamification will become popular, but some of them said that the adoption of evolving gamification will remain limited. About 42% chose a more moderate scenario and predicted that gamification will not become a major trend except in certain fields, but many of them will have important niches.
I asked the respondents at the Internet University of Elon-Pew: "Please tell us your opinions about gemification and the impact on the future. I think the new approach to share what information sharing will be established by 2020 In the future that you could see, what is the possibility of the future?
The following is an excerpt of the various predictions and claims of respondents collected as the latest information from 1, 000 answers, and is organized under the analysis based on the theme. The majority of the questionnaire respondents want anonymous. The answers are all personal, not the position of the survey and respondents.
Play is better than work! Get a merit
One of the most supported opinions was from anonymous investigators:
-The game function will continue to develop and will be used in more situations in our lives. People will have the opportunity to learn about the fields that are important to you, using OJT, learning through education and development programs, and using this technology and social strategies. As a result, people can understand complicated problems with a faster and subtle nuance, less fear and avoid learning processes. With the easier and quicker education of more people, new ideas will spread faster. "
The development of a "serious game", which is produced in a wide range of human activities, will accelerate because it is more fun to play. -Mike Reve Hold, Future Research Institute Senior Researcher and Famous Researcher
-PLAYBOR (Play Plus Labor) and Weisure (Work Plus Reach) will be ubiquitous. -P, J. Ray, Cebology Blog CEO
-Gemifation may be the most important social and commercial development in the next 50 years. Commercially, the marketin g-oriented orientation may end, and "gam e-oriented" may begin. Gamification will be applied to sales, production, management, and other commercial practical fields and will affect all aspects of the organization. Chec k-in, likes, share, and their relatives will "just work" and will cause a new innovation wave in our technology. " -Ross radar, Hover General Manager, Canada Internet Registered Board
-Stowers will be looking forward to gaming elements in a wide range of activities. Game development tools will make more people a game of various aspects of life and work in digital, physical and mixed environments. -Florida University Associate Professor Kathy Cabanneau
-"The game mechanism and leve l-up have been used in the army, orchestra, schools, and general occupations since the beginning of human civilization ... Game engineering is simply an experience design. Combined with incentive design and marketing concept, users are more likely to stick to new experiences.
-There are more "intelligence" poured into "gam e-like" reactions, and it increases the ability to affect everything that is applied ... due to the complexity that can be introduced into an interactive reaction. , Gam e-like approaches will be applied to a wider range of human efforts. "
-The movements like "quantified self" are unique ways to learn, learn, and are designed to be skilled, and improve our actions in real time in real time. It will be changed to games of learning and progress. In any field, people's advanced abilities are sel f-managed, automatically recorded, and unique skill sets appear as needed. -Aran Bachers, the Neuros Back Foundation < SPAN> -Gemifation may be the most important social and commercial development in the next 50 years. Commercially, the marketin g-oriented orientation may end, and "gam e-oriented" may begin. Gamification will be applied to sales, production, management, and other commercial practical fields and will affect all aspects of the organization. Chec k-in, likes, share, and their relatives will "just work" and will cause a new innovation wave in our technology. " -Ross radar, Hover General Manager, Canada Internet Registered Board
-Stowers will be looking forward to gaming elements in a wide range of activities. Game development tools will make more people a game of various aspects of life and work in digital, physical and mixed environments. -Florida University Associate Professor Kathy Cabanneau
-"The game mechanism and leve l-up have been used in the army, orchestra, schools, and general occupations since the beginning of human civilization ... Game engineering is simply an experience design. Combined with incentive design and marketing concept, users are more likely to stick to new experiences.
-There are more "intelligence" poured into "gam e-like" reactions, and it increases the ability to affect everything that is applied ... due to the complexity that can be introduced into an interactive reaction. , Gam e-like approaches will be applied to a wider range of human efforts. "
-The movements like "quantified self" are unique ways to learn, learn, and are designed to be skilled, and improve our actions in real time in real time. It will be changed to games of learning and progress. In any field, people's advanced abilities are sel f-managed, automatically recorded, and unique skill sets appear as needed. -Aran Bachers, the Director of the Neuros Back Foundatio n-Gamification may be the most important social and commercial development in the next 50 years. Commercially, the marketin g-oriented orientation may end, and "gam e-oriented" may begin. Gamification will be applied to sales, production, management, and other commercial practical fields and will affect all aspects of the organization. Chec k-in, likes, share, and their relatives will "just work" and will cause a new innovation wave in our technology. " -Ross radar, Hover General Manager, Canada Internet Registered Board
-Stowers will be looking forward to gaming elements in a wide range of activities. Game development tools will make more people a game of various aspects of life and work in digital, physical and mixed environments. -Florida University Associate Professor Kathy Cabanneau
-"The game mechanism and leve l-up have been used in the army, orchestra, schools, and general occupations since the beginning of human civilization ... Game engineering is simply an experience design. Combined with incentive design and marketing concept, users are more likely to stick to new experiences.
-There are more "intelligence" poured into "gam e-like" reactions, and it increases the ability to affect everything that is applied ... due to the complexity that can be introduced into an interactive reaction. , Gam e-like approaches will be applied to a wider range of human efforts. "
-The movements like "quantified self" are unique ways to learn, learn, and are designed to be skilled, and improve our actions in real time in real time. It will be changed to games of learning and progress. In any field, people's advanced abilities are sel f-managed, automatically recorded, and unique skill sets appear as needed. -Aran Bachers, the Neuros Back Foundation < SPAN> -Gemifation may be the most important social and commercial development in the next 50 years. Commercially, the marketin g-oriented orientation may end, and "gam e-oriented" may begin. Gamification will be applied to sales, production, management, and other commercial practical fields and will affect all aspects of the organization. Chec k-in, likes, share, and their relatives will "just work" and will cause a new innovation wave in our technology. " -Ross radar, Hover General Manager, Canada Internet Registered Board
- The US military has been one of the largest developers and users of training video games and simulations. Companies have developed more than flight simulators for learning. Disney, EAS and others have seen or will see the opportunity to develop better products for multiple subjects in multiple grades. I think it's just a matter of time before public schools and partner markets use these tools or are replaced in a world where these companies are challenged for market and scale enough to neutralize the political power of school unions and the school boards they control. "Ed Lyell, professor at Adams State College
Games are exciting, and that can lead to behavioral manipulation.
- This is a form of modern manipulation. Like other cognitive manipulations, it can help or hurt people. We'll see both. "Dana Boyd, researcher at Microsoft and the Berkman Center at Harvard University.
- "Game mechanics will certainly become part of the common language, but it will be seen as one of the tools of the trade that is trying a little too hard to create personalized interactions from mass behavior. " - Mack Reid, Director of Factoid Labs - Companies need to take responsibility for the enormous power they wield in society. I fear they won't, but I hope they will. And of course, consumers (those experiencing gamification on the ground) are also aware (as much as they can) of the games they are involved in, who developed them, why they developed them, etc. We all need to be very critical when fun can mask problems. "David Kirshner, Research Associate, Nanyang Technological University (Singapore)
- I'm all for feedback loops in a complex world. Emergence is how everything works. But for some reason I'm reluctant to play an explicitly disruptive role in education or health. There are too many well-established reasons (and some of them are good) for not doing things this way. If everything was a game, no one would have any reason to invent. People corrupt any measurement to shape their behavior to ensure they come out on top. There must be other paths to excellence, whether in work, health or education. There must be ways to explore, invent, create, work around. We can't add up points for all the important elements of our lives.... Excuse me, I'll check Twitter to see if it's trending. - Susan Crawford, Founder of OneWebDay and former Obama White House technology policy expert
The real energy of social innovation is in software that fosters collaboration.
- "Gamification is barely good for collaboration, and it's the least understood area of social software that I predict will grow the most in the future." - Stowe Boyd, consultant and author
The craze for gamification is a fad today that will fade.
- We'll continue to try to gamify much of what we do, for reasons critics of game theory have long pointed out: it fails to capture the full range of human motivation, cognition, knowledge, and practice. - Sandra Braman, professor at the University of Wisconsin-Milwaukee and information policy expert.
The term "gamification" itself may need an update.
- By 2020, anyone who has ever used the term "gamification" will be embarrassed to admit it. - Alex Halaveis, Associate Professor at Quinnipiac University
The fuller analysis of survey data on gamification
- "Web 2. 0 "The word 'gamification' will fade away as the enormity of its success sweeps the world." - Brian Alexander, Senior Fellow, National Institute for Educational Technology
- Gamification is a terrible neologism. Say games. Say game interfaces. Say game design thinking. - Vicki Suter, Director, California Virtual Campus
The real energy of social innovation is in software that fosters collaboration.
-"" Gamification is rarely used in collaboration, and this is a social software field, I don't understand much now and I predict that it is the most growing field in the future. "-Stow. Boyd (consultant, writer)
What the respondents of the questionnaire pointed out further
-The gamification has a drawback, but it has the advantage of promoting action and creating measured feedback.
-Proofing in gamification can help boring and difficult work.
-Stors often don't realize that companies and governments secretly use data and game standards to get information.
-The gam e-like approach generally invades the people who have already become outdated and want to enjoy.
-Spcm like a game, some people will get lost and cause overall productivity and other negative results.
Those who see gamification advancing note that fun is compelling; some project a merger of play + labor (playbor), work + leisure (weisure)
-It's not wise to make everything into a competition or a situation where each human movement is required to score.
Barry Chudakov, a visiting researcher of the Macrohan Program in the University of Toronto University in Toronto University, and a visiting researcher in the Toronto University culture and technology. Jane McGonigal, a good game designer and thinker, said for several years, "The reality is broken. Why don't the game designers try to fix it?" Gamers have recently been scientists. The structure of the AIDS virus enzyme that has been bothered has been deciphered. Eventually we will notice that the game is creating another reality. We overlook the amazing usefulness of the game because it is a fictional world created to entertain the game. By 2020, you'll see that these games and virtual worlds will provide you with the essence of innovation, alternative views and ways of thinking. The game is like an apple falls in front of Newton. Seeing the apple falling, Newton understood another gravity. Our perspective on games may be the heritage of the live work ethics of the Industrial Revolution. This perspective may have hindered the powerful uses of the game. By 2020, we will notice that the existin g-based (although cautioned built) metile life is as follows:
Another comprehensive insight is by the founder of the accelerator Study's Foundation, the future scholar, John Smart.
"By 2020, gamifications will evolve further with entertainment and have further advanced to education and mass consumption." "However, it will stay niche not only for fields such as health, work, sel f-development, personal productivity, and sel f-quantification, but also for most retail businesses. Entertainment Economy and Experience Economy. It is a good book that describes how a good business leads to that direction, but we still have no artificial intelligence to build a really good version. Educational software is not a hindrance to learning, but rather a real ValueCOSM (Cyber Twinsm (Cyber Twinsm) (Cyber Twinsm) (Cyber Twinsm). ) With the values, history, and learning goals of biological twins (US), it will have excellent models that greatly exceed entertainment. Despite the fact, the reality is broken, and the more and more serious games that can be moved in a serious game, the mechanism of the game market. It will stay in a long tail, not theization.
The scope and strength of the game trends have been evaluated by experts. Approximately 53%of respondents in this survey use games mechanics, feedback loops, and rewards to promote interactions and improve engagement, loyalty, fun, and/ or learn. He replied that he would continue to lead in 2020.
Some investigators say that gamifications have a certain limit to some extent, and 42 % of the trends will not exceed a specific area. One anonymous investigator respondents say: "I think the ideas inspired by the game will be used more often in the fields that make sense, but the daily routine of people who use the communication network. I don't think it will spread more or even more by the founder of the accelerator, John Smart.
"By 2020, gamifications will evolve further with entertainment and have further advanced to education and mass consumption." "However, it will stay niche not only for fields such as health, work, sel f-development, personal productivity, and sel f-quantification, but also for most retail businesses. Entertainment Economy and Experience Economy. It is a good book that describes how a good business leads to that direction, but we still have no artificial intelligence to build a really good version. Educational software is not a hindrance to learning, but rather a real ValueCOSM (Cyber Twinsm (Cyber Twinsm) (Cyber Twinsm) (Cyber Twinsm). ) With the values, history, and learning goals of biological twins (US), it will have excellent models that greatly exceed entertainment. Despite the fact, the reality is broken, and the more and more serious games that can be moved in a serious game, the mechanism of the game market. It will stay in a long tail, not theization.
The scope and strength of the game trends have been evaluated by experts. Approximately 53%of respondents in this survey use games mechanics, feedback loops, and rewards to promote interactions and improve engagement, loyalty, fun, and/ or learn. He replied that he would continue to lead in 2020.
Participants said that the adoption of gamifations will continue to have some limitations, and 42 % of the trend will not exceed a specific area. One anonymous investigator respondents say: "I think the ideas inspired by the game will be used more often in the fields that make sense, but the daily routine of people who use the communication network. Another comprehensive insight of the accelerator, John Smart, is the founder of the accelerator Study's Foundation.
"By 2020, gamifications will evolve further with entertainment and have further advanced to education and mass consumption." "However, it will stay niche not only for fields such as health, work, sel f-development, personal productivity, and sel f-quantification, but also for most retail businesses. Entertainment Economy and Experience Economy. It is a good book that describes how a good business leads to that direction, but we still have no artificial intelligence to build a really good version. Educational software is not a hindrance to learning, but rather a real ValueCOSM (Cyber Twinsm (Cyber Twinsm) (Cyber Twinsm) (Cyber Twinsm). ) With the values, history, and learning goals of biological twins (US), it will have excellent models that greatly exceed entertainment. Despite the fact, the reality is broken, and the more and more serious games that can be moved in a serious game, the mechanism of the game market. It will stay in a long tail, not theization.
The scope and strength of the game trends have been evaluated by experts. Approximately 53%of respondents in this survey use games mechanics, feedback loops, and rewards to promote interactions and improve engagement, loyalty, fun, and/ or learn. He replied that he would continue to lead in 2020.
Game elements enhance and grow social networks, increase participation, speed up self-organized learning
Participants said that the adoption of gamifations will continue to have some limitations, and 42 % of the trend will not exceed a specific area. One anonymous investigator respondents say: "I think the ideas inspired by the game will be used more often in the fields that make sense, but the daily routine of people who use the communication network. I don't think it will spread more or more.
Overall, a moderate majority of the leading technology experts who participated in the survey believe that gaming elements, in some form or another, will continue to play a central role in the daily activities of many people who use active communication networks.
Mike Liebhold, a senior fellow and distinguished researcher at the Institute for the Future, said, "We will see an acceleration in the development of 'serious games' that are productively applied to a variety of human activities.
The gaming terminology is wide-ranging, including "The Old Republic," "World of Warcraft" (a "virtual world"), "Farmville" (a networked social wars game), "Angry Birds" (a popular smartphone app), "rap," a game used by researchers to crowdsource scientific solutions to AIDS questions, training simulations, "points" (sometimes used solely to mean social currency), and "gathering" for "actions" in online social interactions, such as increasing connections and references on Twitter and Facebook.
Some say it's "too soon" for most people for highly interactive elements to effectively enhance online interactions, while others say we're already there and have been for a while.
An anonymous respondent wrote: "Gamification is the same as the "incentive plan" that Mark Twain so well described (but did not invent) in Tom Sawyer. Our only innovation is to use technology to loosely engage more game metrics, tools and interfaces in our daily activities while allowing us to see our progress and compete with our friends in almost everything... to win". Another wrote: "Our purchasing patterns, health care, communication, and recreation and entertainment already have gamification built into them, whether people realize it or not! With the emergence of increased complexity and accessibility of approaches, we're all going to reach the next level and get more points."
People who show the most positive emotions about the possibility of a game approach in the future interactivity are designed approach that intentionally created so as not to be a game. I think. For example, Laura Lee Douley, an online architect and strategist of the World Resources Research Institute, says: "Gamifation will be a seamless function of our daily life. Probably SAT/GRE. Other tests will be able to answer a series of symptoms online to diagnose the illness from a pape r-based tool. In conjunction with the digital chart, the doctor will be able to provide more effective treatment. "
After being asked to choose one of the two 2020 cinario presented in this question, the respondents also asked: "Explain the selected content, gamifation and future. What do you think of a new approach to your views by 2020? What are the gray points?
Young people’s interests in gaming will drive the trend to gamifying other aspects of life
The following are some of the hundreds of answers shared when the survey participants answered this question. The selected sentence is grouped in a headline indicating the main theme that emerged from these answers. The headline reflects a wide variety of, conflicting opinions seen in the respondents' answers.
Game mechanics are double-edged: Fun, useful, and positive, but also manipulative and even insidious
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"Gamification is already commonplace and is increasingly being used in the real world, including in the non-profit sector. To bring more attention to certain issues, educate kids (and adults), and keep things interesting, the concept will be important for a long time to come, especially as mobile technology plays a bigger role in our daily lives," says Marcel Bullinga, futurist and author of Welcome To the Future Cloud. "Schools, offices, hospitals, factories, even your own home will all become game zones.
"Microsoft Distinguished Engineer Christian Huitema commented: "Some of the activities that are the subject of gamification may sound gimmicky, but gamification is part of a trend to make user interfaces fun and compelling," said David Weinberger, a senior fellow at Harvard University's Berkman Center.
P. J. Ley, administrator of the Cyborgology blog and a leading organizer of the Theorizing the Internet conference, cited new terms that Internet sociologists are using to describe the evolving scene: "Playbor" and "Weisure." "Gamification is not suitable for all applications and may even limit the range of features and customization possibilities of some platforms. "However, the interfaces of many tools we use will become more effective with gamification. Playbor (Play Plus Labor) and Weisure (Work Plus Reacure) will become ubiquitous."
Sabin Afmad, a new media director of Brody Collins' Consulting, pointed out that online information designers have already applied the game elements and wrote: "Gemification has already been done on a daily basis. This idea is increasingly used in the field, such as no n-profit fields, to educate children (and adults) in a more interesting way. Especially, as Mobile Technology plays in our daily lives, it will increase the importance of the University of Florida, Cathy Cavannow. As the game becomes ubiquitous, people will seek a wide range of activities in digital environments, physical environments, and work and work, as people will seek a wide range of activities. You will be able to make a game. "
Caroline Hhazonsweight, the director and professor of the British Columbia University Library, Archive, Intelligence Director and Professor, said: "Game logic has entered many fields and will continue in the future. Game strategy is in the future. The engagement seems to have been preparing for an open source (in the Cathedral and Bazaar), which has a significant impact in areas without authority and reward systems (such as points). Is a mechanism that makes people a repeater.
Some are concerned about making everything a competition; others say compelling design can lead to exploitable information disclosures
"Game logic has entered many fields and will continue to be so. Game strategies have a significant impact on cloud sources where direct authority and reward systems (, for example, points) exist. The engagement is a mechanism that seems to be a repeater, as Eric Raymond (Cathedral and Bazaar). ・ Savin Afmad, a consulting new media director, pointed out that online information designers have already applied the elements of the game and wrote: This idea is especially used in the field of profit, and to educate children (and adults) and keep things interesting to the more important topics. Mobile Technology will increase the importance of our daily lives in our daily lives, and will increase the importance of the University of Florida, Kathy Cavannow. As it becomes, people will seek a wide variety of aspects of life and work in digital environments, physical environments, and mixed environments through a wide range of activities. You will be able to make a game. "
Caroline Hhazonsweight, the director and professor of the British Columbia University Library, Archive, Intelligence Director and Professor, said: "Game logic has entered many fields and will continue in the future. Game strategy is in the future. The engagement seems to have been preparing for an open source (in the Cathedral and Bazaar), which has a significant impact in areas without authority and reward systems (such as points). Is a mechanism that makes people a repeater.
"Game logic has entered many fields and will continue to be so. Game strategies have a significant impact on cloud sources where direct authority and reward systems (, for example, points) exist. The engagement is a mechanism that seems to be a repeater, as Eric Raymond (Cathedral and Bazaar). Sabin Ahmad, a new media director, pointed out that online information designers have already applied the elements of the game and wrote: "Gemifination is already done on a daily basis and no n-profit fields. This idea is especially mobile technology, in order to educate children (and adults) in a certain topic, and to keep children (and adults). As we will increase the role of our daily lives, we will increase the importance of the University of Educational Engineering at the University of Florida: "As the game becomes useless. With a wide range of activities, more people will be able to make games of various aspects of life and work in digital environments, physical environments, and mixed environments through a wide range of activities. It will be like that.
Caroline Hhazonsweight, the director and professor of the British Columbia University Library, Archive, Intelligence Director and Professor, said: "Game logic has entered many fields and will continue in the future. Game strategy is in the future. The engagement seems to have been preparing for an open source (in the Cathedral and Bazaar), which has a significant impact in areas without authority and reward systems (such as points). Is a mechanism that makes people a repeater.
"Game logic has entered many fields and will continue to be so. Game strategies have a significant impact on cloud sources where direct authority and reward systems (, for example, points) exist. The engagement is a repeater, as Eric Raymond (Cathedral and Bazaar) states.
Ross Rader, general manager of Hover and board member of the Canadian Internet Registry, said elements of game mechanics are changing marketing and other aspects of business. "Gamification may be the most important social and commercial development of the next 50 years. Commercially, it may be the end of marketing and the beginning of gaming. Socially, gamified technology will evolve and humanize many of the artificial interactions we currently endure. Check-ins, likes, shares, and their kin will "just work," sparking a new wave of innovation in our technology."
Jeffrey Alexander, senior science and technology policy analyst at SRI International's Center for Science, Technology & Camp? SRI International's Center for Science, Technology & Economic Development says: By introducing games with "invisible" media (such as those developed by researchers like Louis von Ahn), gamification will be relatively unnoticeable but will have a widespread impact on how we interact with online resources. "
Cooperation trumps collaboration, gamification is hyped, gaming fads come and go and they will not be transformative
Glenn Omura, an associate professor of marketing at Michigan State University, says game elements can create valuable connections. "Digital technologies accelerate the cycle of contact and information, facilitating traditional processes in a more targeted way."
John Jackson, a police constable with the Houston Police Department and leader of Police Futurists International, agrees. "Gamification will be ubiquitous. "Gamification provides a means of getting feedback in distributed interest communities. It exists in forums where contributors earn prestige in the form of points awarded based on the quantity and quality of their posts. Gamification will be a way to reduce control in favor of self-organization."
"Collect points and badges, compete on leaderboards, take quizzes. These kinds of tactics can seem a bit boring or predictable, but they are widely used because they help solve one of the key dilemmas in social media and online communities: how to generate engagement."
Alexandra Samuel, the director of the Emily Corporation Social + Interactive Media Center, said that games are being used to help online communities. "It's a b y-product of social media that the mechanism of the game penetrates everyday life and work. It is often used, but it is widely used to solve one of the important dilemma in social media and online communities, which is one of the important dilemma in social media and online communities. Masu. As this participating media becomes increasingly dominating our occupational life and culture, we spend more time on social networking sites and use social web applications at work. As indirectly, as our offline exchange is incorporated in the participating rules, we will create participation in almost all groups and private exchange. You will be able to rely on game s-like techniques.
According to Associate Professor Marjolly S. Brumenar of Georger Town University: "The game will continue to give impact and will motivate new applications in the future. Depending on the game, new situations and new situations. However, this scenario can be used in a way that is easy to use.
"The game is a systemic of the playful humanity we have, so gemification naturally conforms to human conditions."
Charles Perotette, a Future Strategy Group's partner, answered: As more "intelligence" turns into "gamifation" reactions, it will be able to affect everything applied. The game has always expanded the potential of learning. With the complexity that can be introduced into an interactive reaction, games like games will be applied to a wider range of human efforts. "
Interactive gaming elements are simply tools for engagement; it’s really all about designing pleasing, effective online experiences
Jenis Rusk, an assistant research manager who is an information technology company in Atlanta, Georgia and a Ph. D. in applicable sociology, said, "Last week, I had a major surgery at Nintendo DS last week! Serious story. I want this kind of virtual simulation to spread beyond the military and driving manual, and if we don't win, use this technology properly. We hope that such products will spread. "
Some of the investigators say that the current and future young people enjoy digital and social play, so applying the game mechanism to all elements of life is suitable for their communication. There were some people. "Waltars Cruah's senior writer and analyst, Marsha Richarders Serzer, said," The number of people who grew up in video games and pursued online rewards (mainly 35 years old)). Mas said, "Waltars Cruise, a senior writer and analyst.
Some of the investigators clearly see positive / negative possibilities. Richard Horton, the author of "Cyberstaces: Identity, Community, and Knowledge in the Electronic Age," says, "Incorporating game elements makes learning more fun. To enhance productivity, it is bad to manipulate people in workplaces and political areas, and "make a profit" from all of the interactions that have been converted to game. "
David Karshner, a research assistant at Singapore's South Sea Science and Technology University, also agrees. "The positive side of the game will be used to promote people's health, motivate recovery after the accident, think, simulate, make people think, and solve real problems," he wrote. I am. "The adverse effects are mostly in advertising. I try to buy something I don't need to use the game elements. It's especially terrible if the consumer culture fueled by gemification is targeting children. The company you are using reflexively thinks about what you are doing in the past, for example, the impact of buying their entertainment products. They just want to sell many people in society. But I hope they do so, of course, who have developed gamifications on site, and why they have developed them. It can be said that it is recognized (as much as possible).
"It's really sneaky to buy something you don't need using the elements of the game. It's especially terrible if the consumer culture fueled by gemification is targeting children. If you are targeting children, for example, Nike and McDonald's are not concerned about buying them. The company needs to take responsibility for the huge power in society. And, of course, consumers, that is, those who are experiencing gamifation on site, knowing (as much as possible), etc. (as much as possible), who is dealing with the games they are dealing with, who developed them. We need to be very critical if the fun can cover the problem. Carshner also agrees. "The positive side of the game will be used to promote people's health, motivate recovery after the accident, think, simulate, make people think, and solve real problems," he wrote. I am. "The adverse effects are mostly in advertising. I try to buy something I don't need to use the game elements. It's especially terrible if the consumer culture fueled by gemification is targeting children. The company you are using reflexively thinks about what you are doing in the past, for example, the impact of buying their entertainment products. They just want to sell many people in society. But I hope they do so, of course, who have developed gamifications on site, and why they have developed them. It can be said that it is recognized (as much as possible).
"It's really sneaky to buy something you don't need using the elements of the game. It's especially terrible if the consumer culture fueled by gemification is targeting children. If you are targeting children, for example, Nike and McDonald's are not concerned about buying them. The company needs to take responsibility for the huge power in society. And, of course, consumers, that is, those who are experiencing gamifation on site, knowing (as much as possible), etc. (as much as possible, as possible, and why they developed. We need to be very critical if the fun may cover the problem. Agreement. "The positive side of the game will be used to promote people's health, motivate recovery after the accident, think, simulate, make people think, and solve real problems," he wrote. I am. "The adverse effects are mostly in advertising. I try to buy something I don't need to use the game elements. It's especially terrible if the consumer culture fueled by gemification is targeting children. The company you are using reflexively thinks about what you are doing in the past, for example, the impact of buying their entertainment products. They just want to sell many people in society. But I hope they do so, of course, who have developed gamifications on site, and why they have developed them. It can be said that it is recognized (as much as possible).
"It's really sneaky to buy something you don't need using the elements of the game. It's especially terrible if the consumer culture fueled by gemification is targeting children. If you are targeting children, for example, Nike and McDonald's are not concerned about buying them. The company needs to take responsibility for the huge power in society. And, of course, consumers, that is, those who are experiencing gamifation on site, knowing (as much as possible), etc. (as much as possible), who is dealing with the games they are dealing with, who developed them. We need to be very criticized if the fun can cover the problem.
Microsoft and Harvard's Internet researcher, Dana Boyd, said that action would be positive and negative. "Gemification is a new public relations, new advertising and marketing." Gamification will penetrate in various aspects of life without recognizing it. It may be a modern operation, which can be the central part of the ideology. Will be seen
"The game is a social network, even a single player game (there are communities players playing games, many people who are online other than the game environment, even online other than the game environment) said," Games are social networks. It makes sense that the social networking activity and the game interface have appeared almost as the social networking appears. The question remains that children and young adults may be confused with the game. Studies about this are different. Also, the game itself may be a terrible addiction. I don't know what the spread of game interfaces in no n-games has the meaning for those with addiction. "
Paul Jones, a clinical associate professor at the University of North Carolina University, said: "I had a Cocoa Marsh Captain Midnight decoder, but I hated Cocoa Marsh. The history is long, and is as long as it is as long as the coupon and bottle of lottery. It's definitely not the game.
People in interactive networks can be manipulated; this is dangerous; could gamification approaches lead to a Hunger Games world?
Many respondents who agree that the gamification elements would spread in online exchange pointed out the risks that could exist. "The aspects of the game, such as competition and the story, are powerful elements in human behavior." Says Larry Lannom, Vice President of Corporation For National Research Initiatives. " Whether or not to be a general profit is an unresolved issue. "
Susan Crawford, a Harvard professor and former Obama White House technology policy aide, says it's suboptimal to require people to implement reward-based game mechanics as a general expectation. "If everything was a game, there would be no reason for anyone to invent. It corrupts any metric. There has to be a way to explore, invent, create, and work around it. You can't add up points to every important element of life. He added: "Sorry while I check if Twitter reports it.
Brian Harvey, a lecturer at the University of California, Berkeley, said the introduction of gambling elements into online activity is often intended to extract some value from people who are unaware of this invisible, unauthorized transaction. "It's a matter of intervention, not prediction. "It should be an illegal act with severe penalties (e. g. life imprisonment) to use information ostensibly collected for one purpose for another purpose without a clear, competent, and informed participation by those who legitimately own the information, not third parties like pharmacies, search engines, and ISPs. "Anyone who does something like a game, convincing people to provide labor for free or collecting information for some commercial purpose, rather than a third party like a government agency, is committing a serious violation of human rights." "If everything was a game, no one would have any reason to invent. Surely there are other paths to excellence, whether in work, health or education. There must be ways to explore, invent, create, get around. Excuse me while I check Twitter for mentions."
David Corn, founder and director of the Organization Spot US, writes: "The game is wonderful, but there are other factors that increase motivation. If everything is a game, no game is fun." Anonymous. The respondents say: "I don't want you to play a game with an online driver's license application. Most web use is practical based on the goal. Such a game is only annoying. But an anonymous respondents say: "Gamifation is considered an insult for advanced knowledge. "My teeth are likely to come off," ironically.
"By 2020, game technology is still effective for marketers and there is an educational use by 2020, but" chec k-in "using FourSquare. As with, it has been proven that making everything into a "game" is at best attracting interest. For example, in order for consumers to be interested in games that change education and health behavior, a powerful reward and feedback loop is required. "
Peter Mitchell, Chief Creative Officer of Salter-Mitchell, who creates an action transformation program, says: "Gemification will grow, but still a simple way for people to achieve many tasks. If you have too many feedback and reward programs, you will be just messed up. "The game is great, but there are other factors that increase motivation. If everything is a game, any game is not fun." Anonymous respondents wrote: Most of the webs do not want to do this. It will be considered an insult for intelligence, and the prospect of interaction is likely to be gone.
People don’t like being gamed: some know and dislike it when they are being played
"By 2020, game technology is still effective for marketers and there is an educational use by 2020, but" chec k-in "using FourSquare. As with, it has been proven that making everything into a "game" is at best attracting interest. For example, in order for consumers to be interested in games that change education and health behavior, a powerful reward and feedback loop is required. "
Peter Mitchell, Chief Creative Officer of Salter-Mitchell, who creates an action transformation program, says: "Gemification will grow, but still a simple way for people to achieve many tasks. If you have too many feedback and reward programs, you'll be just messed up. It's great, but if there are other factors that increase the motivation, any games are not good. Most of the web is an anonymous respondent based on the goal. Anonymous respondents will be considered to be an interaction with a gaming approach.
"By 2020, game technology is still effective for marketers and there is an educational use by 2020, but" chec k-in "using FourSquare. As with, it has been proven that making everything into a "game" is at best attracting interest. For example, in order for consumers to be interested in games that change education and health behavior, a powerful reward and feedback loop is required. "
Peter Mitchell, Chief Creative Officer of Salter-Mitchell, who creates an behavioral transformation program, says: "Gemification will grow, but still a simple way to achieve many tasks. If you have too many feedback or reward programs, it will be just messed up.
Many survey participants said gamification was a "fad," and technology consultant Stowe Boyd explained that gamification is "a concern of a small segment of the social tool developer community." Boyd predicts: "Gamification will only have long-term impact if it's essential, not as a gloss or a showboating." Much of what gamification is trying to do -- to increase participation and encourage specific collective behaviors in groups of people -- is countered by essentially confronting the fragmentation of the user experience online. The rise of apps means users spread their time across more niche tools, and tool developers are trying to address this through promotions that encourage people to stay and come back more often, and align their behavior with other users. It's a forced hierarchy. As people become more autonomous, they naturally move away from collaborations that share the same goals, or reward systems that don't necessarily share long-term goals or values. Gamification is of little use in collaboration. And this is a currently under-realized area of social software, and the one I predict will be the most pervasive.
Buzzmachine blogger Jeff Jarvis (director of the Business Journalism program at the City University of New York) writes: "Gamification is overblown, but maybe that's because I'm not a gamer. Angry Birds was fun while it lasted, but it never changed my life."Freelance writer and editor Glyn Moody agrees: As its silly name suggests, "gamification" is little more than a buzzword du jour.
Some see it as a boon to problem-solving and a great way to deliver more-effective education
"There may be areas where virtual simulation can add an extra dimension that can enhance the human experience in ways that wouldn't be possible otherwise."
Sandra Braman, a professor at the University of Wisconsin-Milwaukee and an expert on information policy, predicts that between now and 2020, there will be a lot of energy put into incorporating game principles into more human activities, but the results will be mixed. "For all of the reasons critics of game theory have pointed out over the years that it cannot capture the full range of human motivation, cognition, cognition, and practice, I think that there will be efforts to gamify much of what we do, but that much of it will come and go like an outrage," she wrote.
Gamification and social structures will be viewed as a 'fad', experienced, burned out, and faded away over the next decade, except for certain demographics. It will not make significant inroads in 'serious' fields such as K-12 education, jobs and careers, or the health industry," she wrote.
Rich Osborne, a senior IT innovator at the University of Exeter, predicts that gamification approaches, while receiving a fair amount of attention now, will only see the same level of engagement as they have in various forms in the past. "Gamification is just a fad. There may be areas where virtual simulations can add new dimensions that enhance the human experience in ways that wouldn't be possible otherwise, and that could certainly be tied to the concept of "gamification," but games and gaming have been part of the larger human experience for too long to expect any radical changes anytime soon (relatively speaking)."
Barry Parr, owner and analyst at Mediasavvy, asks, "Remember 2010 when we thought gamification was going to change everything? What were we thinking?" Sandra Braman, a professor and information policy expert at the University of Wisconsin-Milwaukee, expects a lot of energy to be put into incorporating game principles into more human activities between now and 2020, but that the results will be uneven. "For all the reasons critics of game theory have pointed out over the years, that it cannot capture the full range of human motivation, cognition, cognition, and practice, I believe that while there will be efforts to gamify much of what we do, much of it will come and go like an outrage," he wrote.
Gamification and social structures will likely be viewed as a 'fad', experienced, burned out, and then faded away over the next decade, except by certain demographics. It will not make significant inroads in 'serious' sectors such as K-12 education, jobs and careers, or the health industry," he wrote.
Rich Osborne, a senior IT innovator at the University of Exeter, expects that gamification approaches, while currently receiving a fair amount of attention, will only see the same level of engagement as they have in various forms in the past. "Gamification is just a fad. There may be areas where virtual simulations can add new dimensions that enhance the human experience in ways that wouldn't be possible otherwise, and that could certainly be tied to the concept of "gamification," but games and gaming have been part of the larger human experience for too long to expect any radical changes anytime soon (relatively speaking)."
Barry Parr, owner and analyst at Mediasavvy, asks, "Remember 2010 when we thought gamification was going to change everything? What were we thinking?" Sandra Braman, a professor and information policy expert at the University of Wisconsin-Milwaukee, expects a lot of energy to be put into incorporating game principles into more human activities between now and 2020, but that the results will be uneven. "For all the reasons critics of game theory have pointed out over the years, that it cannot capture the full range of human motivation, cognition, cognition, and practice, I believe that while there will be efforts to gamify much of what we do, much of it will come and go like an outrage," he wrote.
Gamification and social structures will likely be viewed as a 'fad', experienced, burned out, and then faded away over the next decade, except by certain demographics. It will not make significant inroads in 'serious' sectors such as K-12 education, jobs and careers, or the health industry," he wrote.
Rich Osborne, a senior IT innovator at the University of Exeter, expects that gamification approaches, while currently receiving a fair amount of attention, will only see the same level of engagement as they have in various forms in the past. "Gamification is just a fad. There may be areas where virtual simulations can add new dimensions that enhance the human experience in ways that wouldn't be possible otherwise, and that could certainly be tied to the concept of "gamification," but games and gaming have been part of the larger human experience for too long to expect any radical changes anytime soon (relatively speaking)." Barry Parr, owner and analyst at Mediasavvy, asks, "Remember 2010 when we thought gamification was going to change everything? What were we thinking?"
Gamification isn’t easy; costs and people’s personal time constraints will limit its practicality. Expect ‘leaderboard fatigue’
Duane Degler, principal consultant at Design for Context, a company that develops interactive applications, said the entire gamification debate is born out of the need for better design. "There's always a role for fun, as well as cooperation and competition, in certain human activities," he said. "At one level, the current trend in gamification is an attempt to increase engagement with rigid software/tasks, where the electronic/informational experience is much weaker than the human one. But it's also a call for designers to enrich the current experience. If past experience with other media and social change is any guide, we're not likely to see a dramatic increase in game models in environments where there isn't currently a social, professional, or social one."
Geoloqi CEO Amber Case, a sociologist and popular speaker at the University of California, San Francisco, noted that game design has always been woven into human interaction, but the digital age takes it even further. "Even before that, tribes and groups had a way of gaining prestige through leveling. Levels were often visually manifested or attached to the human body or to a home. Game engineering is just a visual quantification of what have traditionally been qualitative features of everyday life. Game engineers have simply pointed this idea out and put it in the minds of designers and developers. The reason this is a big deal now is because we're now seeing a whole bunch of new systems being developed that are similar to what humans may have experienced in early tribes and cities. Game engineering is a game design that is very similar to what humans may have experienced in early tribes and cities. "Game engineering is just a visual quantification of what were previously qualitative features of everyday life. Game engineering has just pointed to this idea and brought it to the minds of designers and developers. The reason it's a big deal now is because we're now seeing a whole bunch of new systems being developed that are similar to what humanity probably experienced in early tribes and cities. Game engineering is just a simple fusion of design, design incentives, and experience marketing to help users get hooked on new experiences."
An anonymous survey participant stated: "Gamification is a natural approach to design, as it is a mature form of engagement using interactive devices. Given that gamification is one of the most successful and popular techniques, it is natural that the most growing practitioners would promote it as a panacea approach. The old adage "If you have a hammer, every problem looks like a nail" may be true. It is very useful for education and training with applications like simulations, and could be useful and experimental when applied elsewhere."
Another anonymous respondent stated: "Humans are prone to highly addictive behaviors. The science of understanding and harnessing this will develop over time."
Bob Frankston, computer pioneer, co-founder of Software Arts, and co-developer and marketer of Visicalc, wrote: "Abundant information is more important than playing everything." Valerie Bock, technical services lead at Q2Learning, LLC and VCB Consulting, agreed. "The answer isn't to democratize gaming, but to focus on what makes people so passionate about gaming and to bring those work and learning activities to life with immediate feedback, recognition for exceptional performance, and immediate responses to one level of mastery and more complex responsibility at the next," she says. Gamification fans will get it by 2020. ”
An anonymous respondent wrote: “Our current society does not have the proper education to better utilize the information at our fingertips. Game-oriented design and user interfaces help people access facts and better understand what they might find interesting or useful. Game theory is a natural fit for the advertising/marketing industry because it can be used as a manipulation. It seems inevitable, since the industry is spending a lot of money.”
Villy Ledon Wilt A, a researcher at the University of Tokyo and visiting researcher at the Helsinko Computer Science Research Institute, more people start a game mechanism when young participants begin to experience the game mechanism. He said he would use it frequently. "The idea that marketing messages, services, and situations should be designed in consideration of human psychology in order to fulfill their purpose better will continue to be accepted in the future. The popularity of electronic games and mobile games is popular. Increasingly means that consumers will become more and more familiar with the concepts and mechanisms used in games, and will become more useful for marketing. "
According to Adrian Skofield, the director of the applied research division of the software engineering center in Johannesburg (Africa), "When Apple and Windows appeared, it is graphical user interface and text input and output. The great progress was all the next step in making people operate digital tools more easily.
There’s already too much pandering to people’s passion to be entertained
The lyrics of the "A Spoon Full of Sugar" of the Disney movie "Mary Poppins" were the only answer from one of the respondents: "It's always fun for the work you have to do. There is an element, and all the spoons of the spoon are more comfortable to take! Help drink in shape.
Many of the investigators, who are expected to spread games like games online, commented that it would often be an invisible function to promote transactions. Gamification will penetrate too much and will not be considered a gamifation. Anonymous respondents just wrote, saying "it will be". Another respondent says: "People are easily operated by gamifation. People are not lonely creatures, so the social feedback obtained by" game conversion "makes the most motivated. Through history, we have tried to overwrite the relationship between technology and humans.
"There is no reason to believe that the most powerful economic actors will not use these insights (rewards, feedback loops) to drive interactions, foster loyalty (especially brand loyalty), and provide nerve-racking pleasure when consumers and customers act on the words of O Re. I see no upside to this development, and I am concerned that this knowledge will be used by economic actors as well as politicians. Moreover, if we can self-induce pleasure at the neural level using computer programs, we will no longer need other people or the pleasure that others spontaneously provide, and therefore we will lose the social-psychological skills necessary to experience hedonic interactions with others."
As various aspects of science and technology evolve with accelerating change, the incentives of organizations with funding to conduct research and development that will maximize the impact of networked interactions are of concern. This becomes especially important when incentives are hidden and people are unaware of the potential consequences of their actions.
"The insights provided by the new field of neuroscience provide powerful tools for understanding and manipulating the human brain," says Simon Gottschalk, professor of sociology at the University of Nevada, Las Vegas. "In light of the advances in neuromarketing, it is inconceivable that the most powerful economic actors would not use this knowledge (rewards, feedback loops) to promote interaction, increase loyalty (especially brand loyalty), and give consumers and customers neurological pleasure when they do what they are told. I see nothing positive in this development and am concerned that not only economic actors but also politicians will take advantage of this knowledge. "Moreover, if we are able to self-induce pleasure at the neural level by computer programs, we will no longer need pleasure from others or from others' spontaneous provision, and we will further recover the social-psychological skills necessary for hedonic interaction with others. The gamification of everyday life is not dissimilar to teledildonics at the neural level: both allow users to experience pleasure without requiring them to acquire and develop the social-psychological skills usually required to enjoy such experiences."
Anonymous respondent wrote: Interestingly, there are dozens of dystopian science fiction stories, from the recent Hunger Games to classics like Rollerball (1970s version), that depict how gamification leads to a society that treats people like "avatars in a hollow game." I bring this up because successful pop culture fantasies reflect real concerns of the general public. Outside of sociological theories like Jane McGonigal, there are few models of a progressive, happy future. So, if we are to see robust gamification outside of the described world of entertainment (and it is a big world - video games are the dominant form of entertainment today), it will be in subtle or insidious ways. Given the concern that gamification will lead to a Hunger Games-like world, people will be skeptical of introducing game mechanics into other areas of life, especially work and government. This is just my pleasure, based on what I have seen in pop culture. "
Mack Reed, a social engineering, design and business consultant and director of Factoid Labs, predicts that many will reject game-based interactions. "Gamification is a fad, just like MySpace's overly permissive attitude that seemed like the ultimate freedom but led to terrible, wasted web design and contributed to the company's collapse," he explains. "Game engineers will certainly be part of the lingua franca, but their true identity will be seen as another tool of the trade that tries a little too hard to make personalized interactions deviate from mass behavior. Gamified interactions are becoming more visible, people know when they are being played, and before long people will tire of them en masse and reject all but the most personal and important interactions.
As the controlled nature of gamification becomes more apparent and the complexity of games increases, it is likely that a significant percentage of the population will choose to "move away from games." Commercial interests will continue to try to get into gamification, but their tendency, coupled with the existence of consumer and consumer protection regulations in most countries, will form competing blocs, significantly reducing their influence. Nevertheless, I continue to be amazed at how readily many people embrace some level of gamification.”
This trend is still in its early stages; 2020 is too soon to expect a massive embrace of game-centered activities
Anonymous respondents say: "Gamification has the same roots as games and hunting. By 2020, you can see that you are gaming. I think people are familiar with the games, but they will generally know that they are more attractive. One step ahead of the map, you will be able to detect it before the feedback loop will be repeated, and will definitely cut it out.
"Users will get tired of mechanized questionnaires and wasted rewards. Social networks are valuable for users," said the Sivas Bramanian Mutusami of the Internet Society India Chennai. Even if you implement a gamifation, if you are gaming in a wide variety of activities, you will be able to act fatigue.
According to Paul Gardner Stefen Humanities Electrical Telecommunications Fellow, commercial interests that try to overcome consumer rejection by using the game design secretly are identified and call for changing the way. It is said that it is possible. As the dominant nature of the game is revealed, as the complexity of the game increases, it is highly likely that a significant proportion of the population will be "leaving the game". "Commercial stakeholders will continue to excite gamifations, but their trends are to form a competing block, and their influence will decrease significantly. For example, in Australia, gasoline discounts. Tickets are widespread, but the discount rate is usually less than 4 %.
Rob Scott, head of Nokia's technology and information, has a solution to the problem of consumers' variations. "This technology will be widely used, but it will quickly stimulate consumers, so it will not be used natively for general daily functions." Contests, questionnaires, and even search support. Activity may provide a function to control the amount of gamifations presented to users: "Gemifation has the same roots as games and hunting. I think people are more attractive by the gamifation by 2020. There will be people who buy a debronic agent, but they will generally know that they will go one step ahead of the gamifation, and intentionally. Gamification will be a huge industry.
"Users will get tired of mechanized questionnaires and wasted rewards. Social networks are valuable for users," said the Sivas Bramanian Mutusami of the Internet Society India Chennai. Even if you implement a gamifation, if you are gaming in a wide variety of activities, you will be able to act fatigue.
According to Paul Gardner Stefen Humanities Electrical Telecommunications Fellow, commercial interests that try to overcome consumer rejection by using the game design secretly are identified and call for changing the way. It is said that it is possible. As the dominant nature of the game is revealed, as the complexity of the game increases, it is highly likely that a significant proportion of the population will be "leaving the game". "Commercial stakeholders will continue to excite gamifations, but their trends are to form a competing block, and their influence will decrease significantly. For example, in Australia, gasoline discounts. Tickets are widespread, but the discount rate is usually less than 4 %.
Rob Scott, head of Nokia's technology and information, has a solution to the problem of consumers' variations. "This technology will be widely used, but it will quickly stimulate consumers, so it will not be used natively for general daily functions." Contests, questionnaires, and even search support. Activity may provide anonymous respondents to control the amount of gamifation presented to users: "Gamifation has the same roots as games and hunting. By the 2020, I think people are more familiar with the gamifation, as well as advertising. There will be people who buy it, but in general, they will do so before the gamification is repeated, and they will not be able to do it, and intentionally. It will be a huge industry.
Gamification? Can’t we come up with a better term? (Maybe have a contest?)
"Users will get tired of mechanized questionnaires and wasted rewards. Social networks are valuable for users," said the Sivas Bramanian Mutusami of the Internet Society India Chennai. Even if you implement a gamifation, if you are gaming in a wide variety of activities, you will be able to act fatigue.
According to Paul Gardner Stefen Humanities Electrical Telecommunications Fellow, commercial interests that try to overcome consumer rejection by using the game design secretly are identified and call for changing the way. It is said that it is possible. As the dominant nature of the game is revealed, as the complexity of the game increases, it is highly likely that a significant proportion of the population will be "leaving the game". "Commercial stakeholders will continue to excite gamifations, but their trends are to form a competing block, and their influence will decrease significantly. For example, in Australia, gasoline discounts. Tickets are widespread, but the discount rate is usually less than 4 %.
Rob Scott, head of Nokia's technology and information, has a solution to the problem of consumers' variations. "This technology will be widely used, but it will quickly stimulate consumers, so it will not be used natively for general daily functions." Contests, questionnaires, and even search support. Activity may provide a function to control the amount of gamification presented to the user.
Some respondents believe that game s-based learning and problem solving using "serious games" do not show a significant spread from the present to 2020, but a optimistic perspective. Some people do. "If the adaptive engine that makes games more smart and smart can be applied to a rewarding learning environment, it can create a more attractive and adapted learning environment and bring dramatic results.
"The better understanding of the diverse cognitive approach to problem solving will be more widely accepted by players with different cultural backgrounds, and will be widely accepted. Is a partial winner due to the improvement of communication skills promoted in the game experience. As the complexity of the game increases, it is more likely that teams with excellent problems and communication will win the game. It is not hard to imagine how such skills are demonstrated when solving complex problems other than games. "
Anonymous questionnaire respondents said, "As an employee of a major training company, we have witnessed this thing. Gamifation is an effective educational method that makes unpleasant work more fun. But another anonymous participant says, "The function of gemification will be more and more utilized in various situations in our lives. You will learn through training and development programs, and you will have the opportunity to learn more about complex problems with this technology and social strategies. The new ideas will be easier and faster if they can be more promising or avoided by the learning process. However, some respondents see that game s-based learning and problems using "serious games" do not expand. Some people take a optimistic perspective. "If the adaptive engine that makes games more smart and smart can be applied to a rewarding learning environment, it can create a more attractive and adapted learning environment and bring dramatic results.
"The better understanding of the diverse cognitive approach to problem solving will be more widely accepted by players with different cultural backgrounds, and will be widely accepted. Is a winner partially due to the improvement of communication skills promoted in the game experience. As the complexity of the game increases, it is more likely that teams with excellent problems and communication will win the game. It is not hard to imagine how such skills are demonstrated when solving complex problems other than games. "
Anonymous questionnaire respondents said, "As an employee of a major training company, we have witnessed this thing. Gamifation is an effective educational method that makes unpleasant work more fun. But another anonymous participant says, "The function of gemification will be more and more utilized in various situations in our lives. You will learn through training and development programs, and you will have the opportunity to learn more about complex problems with this technology and social strategies. The new ideas will be easier and faster if they can be more promising or avoided by the learning process. However, some respondents see that game s-based learning and problems using "serious games" do not show a big spread. Some people take a look. "If the adaptive engine that makes games more smart and smart can be applied to a rewarding learning environment, it can create a more attractive and adapted learning environment and bring dramatic results.
"The better understanding of the diverse cognitive approach to problem solving will be more widely accepted by players with different cultural backgrounds, and will be widely accepted. Is a partial winner due to the improvement of communication skills promoted in the game experience. As the complexity of the game increases, it is more likely that teams with excellent problems and communication will win the game. It is not hard to imagine how such skills are demonstrated when solving complex problems other than games. "
Methodology
Anonymous questionnaire respondents said, "As an employee of a major training company, we have witnessed this thing. Gamifation is an effective educational method that makes unpleasant work more fun. But another anonymous participant says, "The function of gemification will be more and more utilized in various situations in our lives. You will learn through training and development programs, and you will have the opportunity to learn more about complex problems with this technology and social strategies. The new ideas will be easier and faster if they can be more promising or avoided by the learning process. "
David Rowe, director of innovation and technology at the National Telecommunications Cooperative Association, writes: "Team participation by players from different cultural backgrounds may lead to greater understanding and wider acceptance of diverse cognitive approaches to problem solving. The 'winners' in such games are in part due to the improved communication skills fostered in the game experience. As the complexity of the game increases, teams that excel at problem solving and communication are more likely to win the game. It is not difficult to imagine how such skills might translate to solving complex problems outside of games."
Mark J. Franklin, chair of computer services at Dartmouth College's School of Engineering, noted that in 2011, online gamers used the game "Foldit" to discover the structure of a retroviral enzyme that had confounded scientists (http://1. usa. gov/yArxrV). "We have learned to use technology to capture people's attention and energy, and now we are learning how to use technology-driven games productively," he says.
"Schools and governments in particular will use games to promote positive behavior in ways that benefit society as a whole," Perry Hewitt, chief digital officer at Harvard University, responded. As social networks become more capable of virally spreading behaviors (and maybe moods and obesity as well), traditional public service announcements will be replaced by gamification to promote "push." Robert Renaud, vice president at Dickinson College and member of the EDUCAUSE Advanced Core Technologies Initiative Design Group, said: "When we consider gamification in this broader context, by 2020 it will have a stronger power as a way to motivate users to participate in services, measure their success, and help build their social networks." David Rowe, director of innovation and technology at the National Telecommunications Cooperative Association, wrote: "Players from different cultural backgrounds may work together in teams to better understand and more widely accept diverse cognitive approaches to problem solving. The 'winners' who play such games do so in part because of the improved communication skills that are fostered in the experience. As the complexity of the game increases, teams that excel at problem solving and communication are more likely to win the game. It is not difficult to imagine how these skills might translate to solving complex problems outside of games." Mark J. Franklin, chair of computer services at Dartmouth College's School of Engineering, said in 2011 that He pointed out that in 2000, online gamers used the game "Foldit" to discover the structure of a retroviral enzyme that had confounded scientists (http://1. usa. gov/yArxrV). "We've learned to use technology to get people's attention and energy, and now we're learning how to use technology-enabled games productively," he said.
"Schools and governments in particular will use games to promote favorable activities in ways that benefit society as a whole," responded Perry Hewitt, chief digital officer at Harvard University. As social networks spread behaviors (and maybe mood and obesity) virally, traditional public service announcements will be replaced by gamification to promote "push."
Robert Renaud, vice president at Dickinson College and member of the EDUCAUSE Advanced Core Technologies Initiative Design Group, said: "When we consider gamification in this broader context, we expect that by 2020 it will have a stronger impact as a way to motivate users to participate in services, measure their success, and help them build social networks." David Rowe, director of innovation and technology at the National Telecommunications Cooperative Association, wrote: "By involving players from different cultural backgrounds in teams, we may increase understanding and broader acceptance of diverse cognitive approaches to problem solving. The 'winners' who play such games do so in part because of the improved communication skills that are fostered in the experience. As the complexity of the game increases, the teams that excel at problem solving and communication are more likely to win the game. It is not difficult to imagine how these skills might translate to solving complex problems outside of games." Mark J. Franklin, chair of computer services at Dartmouth College's School of Engineering, said in 2011 that He pointed out that in 2000, online gamers used the game "Foldit" to discover the structure of a retroviral enzyme that had confounded scientists (http://1. usa. gov/yArxrV). "We've learned to use technology to get people's attention and energy, and now we're learning how to use technology-enabled games productively," he said.
"Schools and governments in particular will use games to promote favorable activities in ways that benefit society as a whole," responded Perry Hewitt, chief digital officer at Harvard University. As social networks spread behaviors (and maybe mood and obesity) virally, traditional public service announcements will be replaced by gamification to promote "push."
"When we think of gamification in this broader context, by 2020 we expect it to become even more powerful as a way to motivate users to participate in services, measure success, and help build social networks," said Robert Renaud, vice president at Dickinson College and member of the EDUCAUSE Advanced Core Technologies Initiative Design Group.
Alan Bachers, director of the Neurofeedback Foundation, said people will be activated by the interface capabilities of advanced digital game approaches. Movements like the "quantified self" will do what we do with our own self-improvement, learning, real-time progress games, uniquely constructed according to how we learn, what we want to learn, and what we want to become proficient at," he explained. "Any field will test a person's abilities, automatically record them, and a unique skill set will emerge if needed. People will transform into whatever they want at their own will, creating an infinite number of different skill sets to match the jobs that arise that day (of which there are very few today). "Frank Odasch, president of Lone Eagle Consulting and an expert on 21st century workforce readiness, also predicts: "As they mature into major applications, games will be a way to collaborate with others to have a dramatic impact on real-world problems. Serious games that bring about real change in the lives of people struggling with basic survival or desperate realities will become the measure of purpose and value of life in the world. Methodologies to increase self-esteem will replace silly social fluff as people mature in their thinking about the responsibility of using the power they have well." An anonymous respondent wrote: Humans love to indulge in games as a "diversion." And ecological problems. "
But some in education have doubts. Ron Smith, bridge coordinator at Helen Bernstein High School in the Los Angeles Unified School District, said, "The 'game theory' in this school is over-exaggerated. I'm not convinced there's a correlation between games and academic performance in low-achieving students."
Gardner Stephen and his colleagues point out that the design and introduction of gemifications are costly. "Many of these corporate games need to present rewards that will be costly for companies if they are completely used. For example, a coordinated mechanism that causes a net disadvantage and confuses the game, for example, is an individual when consumers in Australian always use a coupon. You can probably get 3 times discounts from the game, which can probably be 3 times the discount from the game (for example, $ 5 %. Combined with the discount, the total amount of money may work, and the company may regret.
Chris Davis, a webvisible user experience designer, said that it would be necessary to enhance the game, which would always limit the willingness to buy participants. "The game takes time because you have to continue playing games, play games, and play games to continue the game, so the game is definitely all scenarios. isn't it"
"It is expensive and difficult to produce effective and attractive games, which will limit the spread of gemification. If my idea is wrong, many people. Because the mind has been formed by the game experience, the concept of media's personality inevitably goes there, the structure of the game becomes essential, and the cost and difficulty of production can be reduced. I don't think it will be so popular among some people. I think there is a whole group. "
Anonymous respondents said: "Most people will be chased by schedule and have no time to play more games or patience. Even if the game options change, the time to play the game will not change. The attempts to disturb the games in many other everyday activities will probably be invaded.
"Gamification will continue to grow, but there is a limit to the amount of time and attention people will devote to a gamification system. People will choose some systems that are active in gamification, but will ignore others. Except for a few exciting services, it will be hard to get friends to join the game. People will tire of the games and become annoyed at being asked to jump through hoops for no reason other than to earn a badge." One anonymous respondent wrote: "I expect scenario 2, as the drive for novelty and leaderboard fatigue will power the gamified aspects of life with a near-constant, short-term cycle of updates." Another said: "The challenge with gamification is that it requires opt-in, understanding of norms, and active, ongoing engagement. That's too much for busy people in 2020 to handle every day, every activity."
John Lebkowski, web pioneer and principal at Polycot Associates LLC, says that by 2020, the complexity and expense of game-type dynamics in online interactions will still be too high for widespread adoption. "There will be a limit to the spread of gamification because it is expensive and difficult to create effective and engaging games. If I'm wrong, it may be because many people's minds have been shaped by gaming experiences, so their ideas about the nature of the medium will inevitably end up there, and the structure of games will become essential, making them less expensive and difficult to create. I don't think that will happen. I see a strong influence of games among some people, but I don't think it's widespread. And I think there is a group of people who don't understand games."
According to Catrina Griffin, an e-marketing strategist of Medicique, "I think companies will not start budgets yet. Instead, the budget will be divided into big data and apps. I believe this will happen in the future. " Anonymous respondents added: It is more difficult to "game" and cost more than many people think. After all, once someone builds an excellent system to make something into a game, we'll be bored in it and seek something different. It will take a long time. "
Director Naomi S. Baron of the American University professor, research and learning center was particularly critical of the gamification applied to education. "Engagement" to "is not the same concept," she wrote. "In education, it is clear that students of all levels want to enjoy learning, but our educational system is even more" fun "at the expense of serious discourse. 。 Similar changes can be seen in how to show the news. The network replaces simple reports with humanity and sensation. More in general, gemification (at least in the United States) may restrict the meaning of learning and the scope of experience. "
Anonymous respondents wrote: "People may fully understand that people depend on electronic confectionery like tall hamsters. If you are observed, no one can argue that the Americans have the original intelligence and their original dignity. Some people cling to the hope that they are. " I guess it will be detoured.
Donald G. Bahns, a visiting professor in Guangxi University in China and the director of the U. S. Environmental Protection Agency, Donald G. Bahns. "Toys are mainly for entertainment, and will continue in the future. Some people have a lon g-term learning style and work style that is affected by a limited number of games. There are few examples that have caused such results.
An anonymous respondent noted that some people like rewards, writing: "For better or worse, normal activities are fun, and people (especially Gen Y and younger) are used to being rewarded for every little thing. Another anonymous survey participant predicted: "The rush to introduce such technology will provoke a backlash because it will reveal to users its manipulative nature, where participation is the only way to provide real value to the provider. Moreover, among those who buy it, its use will exacerbate the narcissism already present in young people."
M. C. Liang of Kaohsiung National University in Taiwan worries that people will get lost in the alluring world of online games, writing: "It will become harder to distinguish between virtual reality and reality. There will be a significant number of people, especially teenagers, who will be 'trapped' in communication networks."
"The more realistic virtual reality becomes, the greater the damage to real social relations and the greater the impact on GDP through lost productivity," replied Paul McFate, an online communications expert based in Provo, Utah. "For some people, assimilation will be inevitable." One anonymous respondent wrote, referring to media theorist Neil Postman's famous critique of the deleterious effects of popular culture on people's information diet, citing one of his most famous works: "We already live in a world where we entertain ourselves to the point of death." Another anonymous study participant wrote: "Fun, rewards, things that stimulate engagement? I worry about what this will do to our brains. Sure, games are addictive in terms of playing for rewards, but what about in terms of satisfaction? Will it be enough to just learn something? Or achieve something? I shudder a little when I see the iPad ad narrated by Peter Coyote that says you can learn Chinese, watch TED videos and play the piano, all from your iPad, without having to touch or look at anything else. Will I have to wear a head brace so that the iPad is in front of my face 24/7?"
Ted Koopman, a lecturer in the Department of Communication at San Jose State University and a member of the executive committee of the Internet Scholars Association, said engineers can effectively reverse engineer and use "entertainment" for serious purposes. Gamification appeals to a very basic aspect of human nature, and is therefore "sticky." "We already know that common impulses like community and identity are effective in increasing and sustaining interest in many activities. Gamification works well and can be a productive way of approaching life and work. Perhaps this will change the idea of 'entertainment' into a positive force, rather than a negative one."
Some respondents who said they expect gamification to become widespread after 2020 acknowledged its potential, but said the technology has not yet reached the level required for widespread adoption. "I've been interested in and working with gamification for the past five years," said Jonathan Grudin, a principal researcher at Microsoft. "It's been very slow. It's certainly not going to be available to most people in 2020." "
Jim Jansen, an associate professor at the School of Information Science and Technology at Pennsylvania State University, sits on the boards of eight international technology magazines. He said, "I don't know if this will happen by 2020, but the idea of work, learning, training, and entertainment will definitely increase in use."
"How widespread gamification becomes and how much it will influence cultural trends will depend on the extent to which organizers and organizers of social and cultural institutions embrace game design and incorporate it into their rituals. If churches and service clubs like Rotary and Kiwanis decide that their mission is best fulfilled by moving playful donation activities to members' smartphones, we will have crossed a major cultural hurdle."
An anonymous respondent believes it is coming: "Current gamification efforts are crude and not particularly effective. We are seeing an increase in the incorporation of game elements into everyday activities, but there are too many problems for gamification as a whole to become a big hit."
Kevin Novak, co-chair of EGOV's Working Group on the World Wide Web Consortium, commented: "Gamification has become popular and publicly known over the past five years. Like medical research, five years of knowledge and information is not enough to determine whether gamification will become mainstream in the delivery, education, and assimilation of content available through the web. The web has changed in depth and capacity over the past decade, but the basic equipment remains the same. Options for viewing and interacting with information and data continue to evolve. Gamification will continue as an applicable option, but will not be the main point of connection in 2020."
An anonymous respondent said, "Leadership bias toward entertainment will limit growth."
Another anonymous participant also said the timeline will depend on the uptake of such approaches by collaborative cultural organizations, writing: "How widespread gamification becomes and how much it influences broader cultural trends will depend on the extent to which game design is accepted by hosts and organizers of social and cultural institutions and incorporated into their rituals. Once churches and service clubs like Rotary and Kiwanis determine that their missions are best fulfilled by moving playful donation activities to members' smartphones, we will have crossed a major cultural hurdle."
Many believe that the term gamification is troubling, misleading, and difficult to define, hiding more than it explains. "Gamification puts motivation back on the individual by tapping into basic human drives: curiosity, connection, inclusion, and social validation," says Pamela Rutledge, director of the Center for Media Psychology Research at Fielding Graduate University. "This is not a new idea: it's about transparency, not necessarily in the context of a game, but in receiving precise feedback and rewards for your efforts and achievements. And feedback is more motivating and exciting (and effective) when given and received immediately rather than deferred. We're grateful that games are reintroducing these concepts, but we'd make great strides if we stopped calling key elements of human motivation and transparent communication 'gamification.'"
"Everyone thinks that interaction is a way to increase communication and increase fans, royalties, and profits. (What are the specific goals?) Gamification is an easy way to promote interaction. Facebook and blog comments, crowdsourcing, flash, engagement, and expansion reality are increasingly promoting. "
By 2020, those who have used the word "gamifation" will be ashamed of acknowledging it, "said the renowned Internet researcher, Alex Harvey, at the University of Kinipiac. "However, the fact that most of these systems are already a kind of game are the same. What makes people participate in and motivate people is an essential problem for people who work in a very wide range of fields. be."