Towards the gamification of everything?
By over-promoting the system of play and quid pro quo, don't we run the risk of creating a distaste for unrewarded effort? _ © Pixabay
Using video game codes, the gamification makes the less fun tasks of everyday life more attractive. The method is effective. However, it infantilizes an adult audience, which raises social and moral questions. An example from the health sector.
Exercise, eat well, and you'll be rewarded. Not just with a healthy body, but with a well-known Swiss insurance company. Through its mobile application, the company encourages you to perform certain physical exercises, hikes or balanced meals - with photographic proof - in order to collect points that can be exchanged for cash.
This is a typical example of gamification. The method uses the codes of video games, with the levers of quest and reward, to make an activity more pleasant that
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