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  Published Paper Details:

  Paper Title

Role of gamification in different sectors of society

  Authors

  Manisha Yadav

  Keywords

Gamification, Game design, Marketing, Tourism, Health & Fitness, Education

  Abstract


Gamification is a technological trend that is continuously gaining strength in various sectors and becoming a popular term among researchers, practitioners and business concerns. Gamification is one among all those strategies adopted by various organizations. The main idea of gamification is the use of game techniques and processes in non-gaming environment. The three main elements of gamification are game design, game elements and non-gaming environment. If gamification applied properly then it will provide amazing results through the help of fun and appealing components. The larger numbers of firms are applying gamification techniques in real life business activities for attracting new customers. The reason of getting popularity of gaming strategy in every sector, because it is assumed that gamification has the ability to motivate, influence and engage employees, customers and users. The basic motive of every business to earn profit by satisfying the customers as well as employees and gaming strategy is helpful in enhancing the experience of both i.e. customers and employees as well. There are various aspects such as game dynamics, game mechanics, motivational factors and behavioral change that need to be combined together with non gaming environment for effective implementation of gamification. This research paper presents the main ideologies about applying game design more successfully in distinct sectors of society such as marketing, tourism, employee engagement, health and fitness and education. The executers should assess the gamified strategy according to the area of application. Gamification has various distinct elements such as points, badges, leaderboard, storytelling, rewards, challenge etc. Each gamification component need to be effectively analysis and designed for effective implementation.

  IJCRT's Publication Details

  Unique Identification Number - IJCRT2406928

  Paper ID - 264310

  Page Number(s) - i216-i221

  Pubished in - Volume 12 | Issue 6 | June 2024

  DOI (Digital Object Identifier) -   

  Publisher Name - IJCRT | www.ijcrt.org | ISSN : 2320-2882

  E-ISSN Number - 2320-2882

  Cite this article

  Manisha Yadav,   "Role of gamification in different sectors of society", International Journal of Creative Research Thoughts (IJCRT), ISSN:2320-2882, Volume.12, Issue 6, pp.i216-i221, June 2024, Available at :http://www.ijcrt.org/papers/IJCRT2406928.pdf

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ISSN: 2320-2882
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Journal Starting Year (ESTD) : 2013
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ISSN and 7.97 Impact Factor Details


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ISSN
ISSN: 2320-2882
Impact Factor: 7.97 and ISSN APPROVED
Journal Starting Year (ESTD) : 2013
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