Unusual Implementation of Gamification
Some of you might hear on many media outlets that gamification can lead to much more engagement with the customer or to simplify company standard operation to make it more understandable for your employee. However, there are actually many other industries to use the function and application of gamification. In this article, we will see many “rare” functions and industries that also apply gamification to their system besides marketing and HR which you already know a bit.
Gamification for Health
You maybe think that gamification can’t improve your health because it’s basically just game. However, if you look back into the past, games with the likes of Dance Dance Revolution, Pump It Up, or any game in the glory days of arcade game deliberately makes your body do some dance routine, which of course can be counted as a physical exercise. That’s game for you and that’s why gamification works in the health industry.
Gamification for health or practically known as Exergaming is a term that describes game as a form of exercise. Exergaming relies on technology that tracks body movement or reaction. Researchers indicate that exergames can produce real improvements in fitness also as health monitoring tools.
A few of renowned companies such as Fitocracy, Dacadoo, and Endomondo use gamification to encourage their users to do more exercise and improve their overall health. The pattern of the exergame application goes from measuring the user body specification, such as weight and height. After that, the application will pick the best exercise for users to maintain the health and stamina based on the specification. Other than satisfaction after doing some exercise routine, users can share their activity to their social media to show off to their friends. In some application, users can also get some rewards once they achieve or complete something on the app.
Gamification to Prevent Traffic Violation
One of the leading car brands in Europe, Volkswagen comes up with an initiative called “The Fun Theory”. This initiative invites people to think of a simple and fun way to change people behaviour for better.
One of the submissions by a contestant from the United States, Kevin Richardson, initiated to set up a gamification plan which designed to minimize the driving speed limit. Volkswagen and The Swedish National Society for Road Safety then picked the idea and created it.
They set a small sign contained a speed measurement, camera, and LED to show the car speed in the middle of the street and call it the Speed Camera Lottery. The Speed Camera Lottery was designed to do two things, to photograph speeders and give them a citation then that money goes in a pot, but if you obey the law, your picture will also be snapped, except it will be used to be entered into that lottery and win some of that money from the speeders.
Over a three-day period, as much as 24.857 cars passed the speed camera. This initiative showed the decreasing average speed to 25 km/h in which it was 32 km/h before. This gamification brought a significant impact on the reduction of the speed limit percentage to the tune of 22% which certainly was worth to be appreciated.
Gamification for Military Recruitment
As you know it, gamification has the ability to attract new users and create the sense of engagement to your product, but what if gamification is being utilized to attract the young person to join the military service?
The U.S. Army has the answer to this with their line-up game titled America’s Army. This game is free to play and absolutely open to the public. In the rise of young people so much into action and war games, such as Medal of Honor and Call of Duty, The U.S. Army saw that chance and decided to create a game to attract new recruits and promote awareness of the U.S. armed forces. This effort was first made back in 1999 and released in 2002.
In 2008, four transportable Virtual Army Experience units hit shopping malls and public events since the popularity of its predecessor, America’s Army, has gained its’ title to be the most powerful recruiting tool for U.S. Army, in terms of encouraging young people to join the army.