Moreover, the increasing ubiquity of digital technologies, such as smart - phones and tablet computers, has exposed most of the population to entertainment software in the form of casual video games (VGs) or
gamified applications.
Some organizations are already beginning to cast off poorly designed
gamified applications.»
As a result, in many cases, organizations are simply counting points, slapping meaningless badges on activities and creating
gamified applications that are simply not engaging for the target audience.
Technology researchers at Gartner released a report that predicted that 80 % of
gamified applications will fail to meet their objectives by 2014.
This is due to poor design, including meaningless points and badges, and has led to many
gamified applications being considered as failures.
The current climate for gamification suggests that nearly three - quarters (70 %) of large global companies will have at least one
gamified application in place on its LMS by 2014.
Not exact matches
A recent Gartner report estimated that in2014 over 70 % of Global 2000 organizations will have at least one «
gamified»
application and by 2015 over 50 % of organizations that manage innovation processes will «
gamify» their processes.
This projection includes
gamified software,
application and related solution for eLearning industry.
In theory, any
application — a task, a process, or context — can be
gamified.
Augmented Reality is a clear winner in
applications that can not be
gamified (or may be too expensive to
gamify).
It is not rocket science, a real - world (or blended)
application (as compared to
gamified) brings in a level of practical experience as compared to virtual gamification.
Lee Taal Lee Taal is the Founder of ChatterHigh, a web
application used in high schools that
gamifies exploration of post-seconadary, career and labour market information, plus health and financial literacy resources.
Recall and
application skills are also better than in
gamified learning environments.
A report by Gartner Inc., an international IT research and advisory company, showed 70 % of Global 2000 organizations would have at least one
application that was
gamified and predicted that by 2015 25 % of workplace processes that have been redesigned with have some form of gamification designed into them.
Second, the new wave of law firm members have grown up playing games and working with technology
applications that are
gamified outside of the workplace.
It's also entirely possible that the watch would have been a standalone fitness platform with built - in
gamified fitness software or that the same would have been accomplished via a smartphone
application — prompting the use of its game branding.
Created a proof of concept web
application using React and Google Firebase for a
gamified productivity web app.