Gamification – the addition of a range of game-oriented mechanics, for example badges, points or leaderboards, to an existing system or process – is not a new concept. However, the digitisation and online shift of many services has led to a proliferation of gamified systems – not just in education, but in commerce, entertainment, travel, the workplace and many other markets and sectors. This has not always been a positive move; implementing gamification sometimes causes more problems than it hopes – or claims – to solve.
There is, thankfully, a growing body of academic research into the effects of gamification implementation on motivations and human performance.
In addition, there is an existing and substantial body of research concerning the deeper psychological attributes of gamified systems and processes. Together, these provide a rich set of case studies and frameworks for critical analysis in this contentious area.
Amongst other gamification activities, I have recently researched and written a substantial infokit on gamification (30K+ words, 200+ links, 40+ described resources) for Jisc Digital Media. As part of permanent background work, I am tracking the growing research and example base concerning gamification, especially in the education sector.
I offer the following services to clients:
- Researching an up-to-date literature review on the state of gamification.
- Collating examples of the use of gamification, and gamification mechanics, in a specific sector.
- Collating and reviewing the contemporary range, and classification, of gamification mechanics.
- Providing a scholarly research-based literature review or background for your gamification project or service.
- Analysis of examples of gamification.
- Researching and reporting on contemporary learning and psychology theories which underpin gamification mechanics and services.