Gamification 101 (Part 1)

Game undeniable has becoming a significant part of human’s culture, may it in traditional form with its traditional rules and equipments, to the modern virtual-reality ones. As the form of game may differ, the goal stays the same, to experience happiness by directly rewarded or punished for the action we choose. For that matter, developing game is quite relevant for daily use, simply for entertainment or with a higher purpose, such as simplifying data conduction.


As a company, employees are capital that needed to be developed in order to increase the growth of the company itself. Training is one of the solutions to develop employees’ potential. Nowadays, method such as e-learning is seen as a comprehensive solution. It doesn’t require employees to leave their desk to join the training and can as well maintain their daily productivity while doing the training.


Recently, the word Gamification starting to pops everywhere. It becomes a new trend in the game industry. Taken from Badgeville Wiki, Gamification is a concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals. Gamification taps into the basic desires and needs of the users’ impulse which revolves around the idea of Status and Achievement.


The history of gamification started in 2002 by Nick Pelling, a British-born computer programmer and inventor. In the early of gamification rise, it didn’t gain much positive reception. The long-run assumption of gaming purpose adheres for entertainment use only. In 2010, gamification started to gain a lot of exposure and more popularity. Gamification captured the attention of venture capitals. It also dubbed that gamification as the most promosing area in game industry. It even had their own expo, Gamification 2013, and was held at University of Waterloo, Stratford Campus in October 2013.


(This serial post is to be continued to “Gamification 101 (Part 2)”)