What is gamification? Sounds rather odd, but in fact it is a term used as a description for an application of various typical elements of game playing in fields not associated with game based models. It is a marketing technique, which has the ability to increase number of users through encouraging the engagement with product or a service. Watch the video below (Nicolas Babin 2012); it gives a very good grasp of information and application of the process.
Thanks to the video, the unknown has become rather appealing? How is gamification applicable in children’s publishing industry for instance? What would be the outcome?
Pivec (2007), states that learning through game- based activities could be used in constructive pedagogy methods. Students will have the ability to interact in virtual environments, manage problems, collaborate and learn through virtual experience. Children have different learning abilities and if some like the traditional methods and the one with game element, others would simply prefer the gamifaction technique, as is making routine learning more interesting with its user-friendly format.
Educational institutions have to consider what goes into the gamified product and what is the engagement level when used. Content is crucial and if not selected carefully could lead to opposite outcome of trivialising course aspects or even addiction, which could potentially reflect on student’s’ attendance level (Karnad 2014)
Rovio, the company behind the highly popular game Angry Birds has started business in 2003 as a game developer, but over the years has developed its portfolio including theme parks, animations, books, learning and various merchandising products. One of company’s strategies is to be a leader in the “fun learning revolution”. One of its latest collaborations is with The Duke of Cambridge (video below) aiming to raise an awareness of the pangolins.
Pivec (2007), states that learning through game- based activities could be used in constructive pedagogy methods. Students will have the ability to interact in virtual environments, manage problems, collaborate and learn through virtual experience. Children have different learning abilities and if some like the traditional methods and the one with game element, others would simply prefer the gamifaction technique, as is making routine learning more interesting with its user-friendly format.
Educational institutions have to consider what goes into the gamified product and what is the engagement level when used. Content is crucial and if not selected carefully could lead to opposite outcome of trivialising course aspects or even addiction, which could potentially reflect on student’s’ attendance level (Karnad 2014)
Rovio, the company behind the highly popular game Angry Birds has started business in 2003 as a game developer, but over the years has developed its portfolio including theme parks, animations, books, learning and various merchandising products. One of company’s strategies is to be a leader in the “fun learning revolution”. One of its latest collaborations is with The Duke of Cambridge (video below) aiming to raise an awareness of the pangolins.
On the other hand there are some publishers who step into other media, such as Walker Entertainment (Sally Hughes 2014). Such move is considered as an expansion and spreading company’s presence across various media channels. In my opinion such moves are looked at with rather higher expectations than when a game developer decides to publish a game related print material. Oculus VR is another game developer example that decided to dive into publishing world in order to encourage game development.
Gamification acts as cross media story telling. With good management techniques a publisher can secure a loyal users, boost company’s image and increase revenue. I believe the process will continue to evolve and game developers will become even stronger publishing players.
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Bibliography:
Beckford, A. and Larsen, J. (2012). Competitiveness. New York: Nova Science Publishers, pp.48-55.
Hughes, Sally (2014) Children’s Publishing in the Digital Age Lecture: Oxford Brookes University.
Mazin, L. (2014). Angry Birds Addiction Infographic | AYTM Market Research. [online] Aytm.com. Available at: https://aytm.com/blog/research-junction/angry-birds-addiction/ [Accessed 25 Nov. 2014].
Nield, D. (2013). Oculus VR turns publisher to encourage game development. [online] Digital Trends. Available at: http://www.digitaltrends.com/gaming/oculus-vr-turns-publisher-encourage-game-development/ [Accessed 25 Nov. 2014].
Pivec, M. (2007). Editorial: Play and learn: potentials of game-based learning. Br J Educ Technol, 38(3), pp.387-393.
Rovio.com, (2014). The world needs a Fun Learning Revolution - Rovio Entertainment Ltd. [online] Available at: http://www.rovio.com/en/news/press-releases/583/the-world-needs-a-fun-learning-revolution [Accessed 25 Nov. 2014].
Tobias, S. (2014). Handbook of Research on Educational Communication and Technology. 4th ed. Springer, pp.485-503.
Gamification acts as cross media story telling. With good management techniques a publisher can secure a loyal users, boost company’s image and increase revenue. I believe the process will continue to evolve and game developers will become even stronger publishing players.
Word count: 419
Bibliography:
Beckford, A. and Larsen, J. (2012). Competitiveness. New York: Nova Science Publishers, pp.48-55.
Hughes, Sally (2014) Children’s Publishing in the Digital Age Lecture: Oxford Brookes University.
Mazin, L. (2014). Angry Birds Addiction Infographic | AYTM Market Research. [online] Aytm.com. Available at: https://aytm.com/blog/research-junction/angry-birds-addiction/ [Accessed 25 Nov. 2014].
Nield, D. (2013). Oculus VR turns publisher to encourage game development. [online] Digital Trends. Available at: http://www.digitaltrends.com/gaming/oculus-vr-turns-publisher-encourage-game-development/ [Accessed 25 Nov. 2014].
Pivec, M. (2007). Editorial: Play and learn: potentials of game-based learning. Br J Educ Technol, 38(3), pp.387-393.
Rovio.com, (2014). The world needs a Fun Learning Revolution - Rovio Entertainment Ltd. [online] Available at: http://www.rovio.com/en/news/press-releases/583/the-world-needs-a-fun-learning-revolution [Accessed 25 Nov. 2014].
Tobias, S. (2014). Handbook of Research on Educational Communication and Technology. 4th ed. Springer, pp.485-503.