Overview

  1. Business and Education: This category includes the use of gamification in the U.S. Army's recruitment tool, M&M's "Eye Spy" pretzel game, student ranking system in the American education system, and job application processes.

  2. Marketing and Customer Engagement: This category includes the use of gamification for marketing and customer loyalty programs. It includes brandification, transmedia, through-the-line (TTL) & below-the-line (BTL), and advergames.

  3. Health and Fitness: This category includes the use of gamification in applications such as Fitocracy and QUENTIQ to encourage exercise and improve overall health, as well as in the self-management of chronic diseases, common mental disorders, STD prevention, and infection prevention and control. It also includes the use of gamification elements in health apps in the Apple App Store and in popular location-based games like Pokémon Go to promote physical exercise.

An example of gamification on the web: webpov.gitbook.io/bytecity

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