A Gamified World

Evolution of Media

From telegraphs to radios and televisions, decades of changes and phases in the development of traditional media and how it may be accessed occurred. Significantly, the New Information Age of social media has unquestionably succeeded in making each person's life more efficient and easy. Social media has made everything possible, from reading news online to interacting through mobile apps, engaging in different social groups with a high-quality phone call, accessing entertainment shows or literary works with a single click of a finger, listening to songs on-the-go, and even learning about many different aspects of the world through online education.

However, if the previous decade was about abandoning conventional media in favor of social media, the next decade will be about abandoning social media in favor of interactive media. This tendency has further intensified in recent years, making gaming a fundamentally social medium. Rather than only providing a way of escape, we think that play has the capacity to develop a healthy sense of connection, location, and ambition. Gaming has always been social as gamers have the same aims and experiences, and this is what created a sense of community that gave their life direction and meaning.

The paradigm will transition away from exploiting user data and toward supporting and empowering user intent, allowing us to construct a unified identity and persona independent of the physical realm's artificial constraints.

Welcome to the era of interactive media.

Welcome to the era of gamification.

A New Paradigm

Most successful brands are the ones that have transcended their products to strike a chord in humankind evolution. However, the biggest gaming brands didn’t unlock the power of gamification as a transformation catalysts far beyond fun and entertainment. What if we use game thinking and game mechanics to engage the audience to solve problems?

In a world where companies compete ferociously for our undivided attention, firms throughout the world are trying more inventive techniques to attain this aim.

Gamification is one of the most intriguing - and, in some cases, challenging - of those techniques. The potential value of incorporating more game-like features over the next few years is expected to be significant, with businesses increasingly focusing on using games to drive engagement and fuel closer interactions between consumers and a company's products and services, as well as educational institutions focusing on improving the learning experiences with games to motivate and engage learners.

At SuperOne, we seek new means of user involvement to a dramatic influence across a variety of industries far beyond entertainment.

Entertainment

The introduction of game-style features to typically non-game environments is referred to as gamification.

We have a natural predilection towards entertaining activities, especially those with a competitive component, as humans. And when there are prizes to be won, we are typically much more driven to perform to our full potential. This is where gamification can - and has - been used as a highly successful incentive mechanism in many circumstances.

Simply the prospect of a joyful activity may be extremely uplifting during these challenging times. Many parts of the world have seen problems in the previous year, the likes of which many may never see again in their lives. The mere act of introducing a slightly interesting game can be revolutionary in terms of helping individuals stay happy and optimistic at a time when it may be easier than normal to lose motivation.

Enterprises

Similarly, gamification of specific areas of the job may significantly boost employee engagement and productivity.

The importance of gamification for improved results was highlighted in different polls conducted over thousands of employees by cloud-based learning management systems. Respondents said gamification made them more productive, and happier at work; majority of those who received gamified training felt motivated; while those who received non-gamified training felt bored and unproductive. Many believed they'd be more productive if their work was more gamified; and that gamification in the recruiting process would make a company more desirable. Furthermore, the poll discovered that gamification in the workplace enhanced employee engagement, motivation, and psychology greatly.

While most of us think of online games with high-definition graphics when we hear the phrase gamification, even the most basic incentive systems are classified as a game. The loyalty card you get from your coffee shop, the air miles you get for flying after buying specific products and services or using certain credit cards, and the points you get from airport lounges for merely checking in to a spot are all instances of incentivised games, although simple ones. They're all still enjoyable ways for consumers to interact with apps and businesses, and the possibility of being rewarded for their devotion just adds to the excitement.

Education

Applying a game-like challenge to educational activities might significantly boost one's ability to absorb new concepts or develop one's skill set.

The use of gamified components including points, badges, awards, leaderboards, and levels resulted in favorable impacts on learner motivation among post-secondary students, according to hundreds of global researches. By incorporating the benefits of game-like components into traditionally game-free situations like learning, fresh life may be breathed into generally antiseptic surroundings, resulting in better levels of engagement and, eventually, higher levels of achievement than would otherwise be achievable.

Indeed, it appears that gamification is already on a rapid rising trajectory in terms of its applicability in educational applications. The increased usage of digital learning and cloud computing among organizations to incentivize learners to embrace web-based gamification solutions is driving this phenomenal rise. It also noted that the North American region will lead the market due to the presence of a large number of prominent educational institutes and their focus on interactive education, which is leading to the growth of the market in the region.

We Make People Happy

At SuperOne, we are cognitive scientists who believe in the power of gaming to help us feel better for many physiological and biological reasons. The brain's response to stimuli may be altered by as little as 30 minutes of play, releasing potent endorphins and other feel-good chemicals. Endorphins, oxytocin, dopamine, and serotonin are all part of the “feel-good” family of neurotransmitters that have been linked to enhanced mood, decreased stress, increased joy, and a more vibrant sense of well-being.

Oxytocin - The Love Hormone - It forges connections with everything we interact with. This is why we love games and play them for lengthy periods of time because we feel emotionally invested in the game. As a result of the release of Oxytocin, we feel more relaxed. People often call it the love drug because of how it makes us feel when we’re among other people and how it helps us form connections with them. That's why at SuperOne, we incorporate shared experiences that demand collaboration and communication with others to produce oxytocin.

Endorphins - The Pleasure Hormone - Endorphins are released by the body when we’re having a good time playing a game. Because they provide a sense of well-being and contentment, these substances are sometimes referred to as a "natural high." Endorphins are released into the body in response to the mental and physical strain of gaming. Winning a trivia battle or a global tournament, for example, might leave us feeling euphoric for the remainder of the day owing to an increase in endorphin chemicals.

Dopamine - The Reward Hormone - Gaming has long been related with the release of dopamine, a neurotransmitter that has been shown to have positive effects on the human body. Reward-motivated behavior is driven by dopamine. When a task is completed or the player feels a feeling of achievement, they are freed. Bliss and euphoria are two emotions often linked to elevated levels of dopamine. Thought to assist attention, it inspires individuals to take action toward their objectives and gives encouragement to attain them.

Serotonin - The Mood Hormone - The pleasure circuit is thought to be activated in part by playing skill games. Happiness may be achieved via the regulation of our brain and body activities by this complex molecule. It is affected by how important we feel. This is why we love games as it gives us the chance to feel significant and make us feel we can change the world by being a hero.

At SuperOne, we strive to make people happy since doing so will result in sentiments of joy, curiosity, and love, among other things. A person's instantaneous thought-action repertoire is expanded as a result of these positive emotions: joy stimulates the impulse to play, curiosity stimulates the drive to discover, contentment stimulates the desire to enjoy and integrate, and love stimulates a recurrent cycle of each of these urges in intimate relationships. SuperOne has built a brand that is creative, competitive, cognitive, and confident rather than a brand that is functional. Because as we work in a fast-paced business, functions cannot be used as long-term differentiators.

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