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Gamification of Apps

Posted in KNOWLEDGE MILL, and Mobile Culture

This post is inspired by Gamifying your life

By carla pretorius on May 25, 2020

In my opinion, if you want to talk about gamification, you are looking for the feature of continuity.  A specific game is considered popular or successful when more users download, participate in, recommend to others and stay up to date with its new additives and improvements.

So as per Carla’s post, it was mentioned that some life apps have gaming features added to help people achieve better according to health, fitness, home DIY, career and finances etc…   These gaming features can be rewards, badges, progress displays, or location-based tasks.  Adding those structures motivates some people to improve their habits and adds some consistency to their useful activities.

https://static.getsocial.im/uploads/statistic_id270291_most-popular-apple-app-store-categories-2022.png

To add up to that, some companies added gaming elements to increase app installs and user satisfaction and make it more fun for users. For example, Duolingo’s famous language learning app used gamification to raise used engagement. The language app’s Associate Product Manager, Zan Gilani said, “Motivating yourself to learn is very hard and learning a new language is even harder, especially when you are doing that online on your own, so we realized early on that we need to encourage people to form a daily learning habit. We found that the most effective techniques for this came from the gaming world.”

More in gamifying apps in this link: https://www.plotprojects.com/blog/examples-apps-using-gamification-boost-engagement/#:~:text=Gamification%20is%20the%20process%20of,and%20return%20on%20ad%20spend.


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