Gamification

GAMIFICATION

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Gamification is a tA technique that uses game mechanics and dynamics in non-playful contexts, such as learning or work, to improve people's motivation, commitment and performance. It is about applying game-like elements, such as challenges, objectives, levels, rewards and competition, to everyday activities in order to make them more engaging and fun. Gamification has proven to be effective in many areas, from education and training to marketing and business management. Turning boring or monotonous tasks into exciting and rewarding challenges encourages active participation and long-term commitment. In addition, gamification allows for the collection of data and metrics that can help identify strengths and weaknesses and improve processes and outcomes.

mentorDay uses gamification to motivate entrepreneurship

MentorDay uses gamification as an effective tool to motivate and engage entrepreneurs in its acceleration programme. Gamification is used in different stages of the programme, from the selection of participants to the final phase of the programme. demo day (+). In the selection phase, a scoring system is used to evaluate the entrepreneurs' applications. Applicants receive points for completing certain tasks (reading TIPs, solving QUIZs) and meeting certain criteria, which helps them increase their chances of being selected for the programme. During the acceleration programme, different gamification techniques are used to motivate entrepreneurs to complete the different daily tasks and challenges assigned to them. Specific challenges and missions are set, and entrepreneurs receive points for each task completed and for meeting the established deadlines.

In addition, a ranking system is set up that shows entrepreneurs how they compare with their peers. The entrepreneurs with the best results and the most points receive additional rewards, such as exclusive advice or personalised mentoring sessions. By using gamification effectively, mentorDay is able to increase the participation and engagement of entrepreneurs in the acceleration programme. This allows them to acquire new skills and knowledge more quickly and apply them to their businesses more effectively, which in turn increases their chances of success.

At this link (+) you can see how each group of entrepreneurs is valued every day by publishing a ranking that assesses the work done to promote their companies.

Beneficiarios seleccionados mentorDay

Gamification for entrepreneurs

Gamification for entrepreneurs is a strategy that uses elements of games and dynamics to motivate and engage entrepreneurs in the process of learning and developing their entrepreneurial skills.

BY IMPLEMENTING GAMIFICATION TECHNIQUES, ENTREPRENEURS CAN:

  1. Increase their motivation and commitment: gamification uses rewards and recognition to motivate entrepreneurs to participate in the process of learning and developing entrepreneurial skills.
  2. Encourage collaboration and teamwork: game dynamics can include challenges in which entrepreneurs work together to achieve a common goal.
  3. Improve learning and knowledge retention: game elements can make learning more fun and memorable, which increases retention of information.
  4. Facilitate monitoring and evaluation of progress: gamification can include progress monitoring and evaluation systems, allowing entrepreneurs to have a clear idea of their performance and the areas in which they need to improve.

Examples of gamification for entrepreneurs include business simulation games, team challenges, rewards and recognition, and online training programmes that use gaming elements to enhance the learning experience.

How does gamification improve the motivation and commitment of entrepreneurs?

GAMIFICATION IMPROVES THE MOTIVATION AND COMMITMENT OF ENTREPRENEURS IN SEVERAL WAYS:

  1. Through the use of playful elements such as points, badges or levels that make learning or work more entertaining and engaging.
  2. By creating an interactive and personalised experience that engages entrepreneurs in an active learning and problem-solving process.
  3. By providing immediate and personalised feedback on progress and performance, which helps entrepreneurs identify their strengths and weaknesses and adjust their approach accordingly.
  4. By encouraging collaboration and healthy competition among entrepreneurs, which can increase motivation and participation.
  5. By setting challenging but achievable goals that entrepreneurs can work towards and feel satisfied with their progress.

SUCCESS STORIES OF GAMIFICATION WITH ENTREPRENEURS

  1. Duolingo: this language learning app has used gamification to make the learning process more engaging and entertaining. Users can earn points, medals and level up as they progress in learning a language.
  2. Nike+: this fitness app uses gamification to motivate users to exercise regularly. Users can set goals, compete with friends and earn medals for their achievements.
  3. Fitbit: this wearable technology company uses gamification to motivate users to exercise and lead a healthy lifestyle. Users can earn points and medals for reaching fitness goals, such as walking a certain number of steps per day.
  4. Habitica: this application uses gamification to help users establish and achieve positive habits in their daily lives. Users create a virtual character and earn points and rewards for meeting their daily goals.
  5. mentorday: this startup accelerator uses gamification in its acceleration programme to motivate entrepreneurs to complete tasks and achieve their goals effectively. Entrepreneurs receive points and recognition for their achievements and progress in the programme.

In general, gamification can be an effective tool for motivating entrepreneurs and helping them to achieve their goals. By making the learning process or skills development more entertaining and engaging, entrepreneurs may feel more committed and motivated to work on their projects.

Gamification is a type of learning that transposes the mechanics of games to the educational-professional environment in order to achieve better results.gamification is used to absorbsuch as, for example, some knowledge, improving skills, or rewarding concrete actions, among many other objectives.

Gamification is innovating given the rise of Internet technologies and the use of Digital Marketing.

The innovations of gamification are based on training methodologies due to their game-like character, which makes it easier to internalise knowledge in a more fun way, and so generate a positive user experience. The playful model that is used works quite well as it manages to motivate the pupils.

This model of play allows for the development of greater commitment in people, in addition to to encourage individual and group self-improvement. Gamification uses a series of mechanical and dynamic techniques extracted from the games, their main objective The main dynamic objective of the game is to reward the user for the objectives achieved and the main dynamic objective is to refer to the user's own motivation to play and to go on to achieve his or her goals. Depending on the intended function, the correct techniques will be used. Common gaming concepts and techniques include, for example, rewards, levels, progress, countdowns, tools, free content and loyalty programmes.

How can game concepts and techniques be applied to branding?

The opportunities are in fact endless. However, the fusion of marketing and gamification is usually embodied in the following techniques: Loyalty programmes, mobile application integration and web integration. Gamification is a methodological trend that is penetrating the classroom. The using play as a motivation for learning has always been used at an early age but has been stigmatised at older ages or even in adulthood, as it, was considered a waste of time. In recent years we are witnessing a revaluation of play and the playful aspect, as it has been found that its use helps to develop our creativity and to fix learning better due to the strong emotional component.

Gamification - or more commonly known by the anglicism gamification - is a term used to describe the process of gamification.is the use of techniques, elements and dynamics of games and leisure in non-recreational activities in order to enhance motivation, as well as to reinforce behaviour to solve a problem, improve productivity, obtain a goal, activate learning and evaluate specific individuals. The aim of gamification, therefore, is to motivate people to take certain actions. To achieve this, we use the power of games, but not as a whole but by extracting parts (elements) from them. Games motivate us because they entertain us. If we analyse why they amuse us, we see that they combine different elements that generate that desire to keep playing. With all this, when we gamify we must taking into account the variety of people's interests that we expect to be included in our gamified system. In this way, we will always try to design proposals that respond to the widest possible range of sensibilities.

SOME OF THE KEYS TO SUCCESSFUL GAMIFICATION INCLUDE:

  • Choice.
  • There is a progression.
  • is social: competing, collaborating, sharing, seeing.
  • It is habit-forming.
  • Create Loyalty.
  • It creates expectation.
  • Playing can be fun.
  • What is important is that there is a progression towards mastery through small achievements.

WHAT MOTIVATES:

  • Master's degree.
  • Self-discovery.
  • Fun.
  • Think like a game designer.
  • Think of our participants as players.
  • Keeping our players in the game, playing.
  • Games work because they are fun, therefore, the activity to be gamified must also be fun.

THINGS THAT ARE CONSIDERED FUN:

  • Winning.
  • Problem solving.
  • Explore.
  • Working in a team.
  • Acknowledgement.
  • Winning... winning by losing others.
  • Collecting "stuff".
  • Surprises.
  • Imagination.
  • Share.
  • Role play.
  • Personalisation.
  • Wasting time.

AND, IT IS ALSO IMPORTANT IF YOU WANT TO USE GAMIFICATION TO MOTIVATE YOUR TEAM, TO KEEP IN MIND THAT THERE ARE DIFFERENT TYPES OF PLAYERS:

RICHARD BARTLE'S PLAYER THEORY

There are four types of players with different motivations and interests towards the game. On the one hand, there are those who focus on the achievement of the objectives and the final result of the game, and on the other hand, those who focus more on the participatory and playful value of the game itself.

THE MURDERER

Their main motivation is to win and to get the first place in the standings. The way to retain these participants in the game is through the use of ranking lists where they can see how they are getting through the different levels and how they are climbing up the ranks. These are players who like to cheat and fight. You might expect this personality type to be common, but Bartle's research suggests that only a small 1% of players fit this role.

THE TRIUMPHER

He is an adventurous type of player, whose main motivation is to continue discovering new scenarios, platforms or levels and to overcome the objectives set in the game. In this sense, their motivation is intrinsic and is more related to personal satisfaction or the good of the group. They are active in the game but not necessarily with other participants. Bartle estimates that only 10% of players are of the winning type. Their degree of competitiveness is based on acquiring more than others, but to a lesser degree than the killer type.

THE PARTNER

Their motivation is social over and above the game strategy itself, sharing with others or creating a network of contacts or friends. They are retained in the game through chats or friends lists. They seek to socialise, share and reflect with other participants. They are interested in creating communities. The vast majority of gamers are the sociable type, about 80% according to Bartle's estimates. They take pleasure in joining with others to achieve things they would not achieve on their own.

THE EXPLORER

It is a player who likes to discover what is unknown to him. He is attracted by complex challenges through which he can overcome the different levels of the game. They are motivated by self-improvement. They are interested in interacting with the proposed system or platform. The explorer type represents about 10% of gamers and is not put off by repetitive tasks as long as at some point they unlock a new area of the game. For them, discovery is the prize.

There are players who prefer to interact with other players, such as the assassin and the socialiser. On the other hand, there are those who prefer interaction or action with the game world, such as the achievers and explorers. Richard Bartle concludes in his results that the profiles are distributed in the following proportion of players: assassins 20 %, achievers 40 %, explorers 50 % and socialisers 80 %. This means that a player can be classified in more than one profile, generating hybridised profiles such as murderer-socialiser for example, or even a player who exhibits all four types of behaviour but excels in one particular one.

DO YOU WANT TO GAMIFY YOUR COMPANY?

Research what kind of players your staff are and you will know what motivates each person the most. In any case, consider including different strategies so that everyone in the team finds something to motivate them.

HOW ABOUT TRYING AN EXAMPLE OF GAMIFICATION TO MOTIVATE YOUR TEAM?

You would like to involve the people in your team to contribute innovative ideas to the company, to propose projects, products or services. You have set up a suggestion box but it has not been very successful. Can you think of a gamification strategy that could help?

Remember: Gamification uses elements of gaming but it is not gambling. In addition, your strategy should motivate all four types of players.

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Jaime Cavero

Presidente de la Aceleradora mentorDay. Inversor en startups e impulsor de nuevas empresas a través de Dyrecto, DreaperB1 y mentorDay.
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