I thought we all agreed gamification was deeply uncool and never to be mentioned again? That hasn't stopped Classcraft's RPG-based program for schools spreading to 25 countries and planning to go freemium.
Tagged With gamification
If you went up to the average student and asked them if they wished school was more like a video game you would almost certainly get a passionate "YES!" I'm sure if you asked most adults they'd also put their vote in favour of making their tedious work day more fun and exciting. Gamification is in no way a new idea, but it's one that is still evolving at a rapid pace.
In July 2011, after a somewhat clueless Al Gore keynoted the Games for Change conference in New York, Kotaku wrote that the former vice president should try playing a video game. In March 2013, Gore announced that he had done one better and created a video game instead. And guess what it's about?
Going to the gym for an hour is two red points. Calling my mum is one blue point while calling Aunt Deborah is five blue points, because, honestly, Aunt Deb is sort of a pain to talk to and sometimes she says crazy things. Cleaning the bathroom is 15 red points, otherwise I would never do it. This is the plan to gamify my life, to relate everything I do to a point-based game.
Last year, I profiled Fitocracy, which isn't a video game per se but a gamified fitness regimen that draws from concepts familiar to role-playing video games. One MMO analogue it lacked, however, was the idea of player-vs-player combat.
Editor's Note: Ben Bertoli is a long-time Kotaku reader and commenter, a lifetime, dedicated video gamer and a sixth-grade teacher in Indiana. He reached out to Kotaku this past week to share the story of how he turned his class into a role-playing game. The enthusiasm and motivation of the children in Bertoli's class evoke the success stories seen in gamified experiences such as Fitocracy. Here, Bertoli explains his creation, ClassRealm, how it works and what motivated him to develop it.
The things that make us reconsider who we are and what we believe in are often bizarre, random, coincidental; sometimes completely unremarkable save for the sudden realisation that concusses you. Lately, things I've been reading and playing have coalesced into a divine cognisance for me. I've been reconsidering my faith.
Gamification is a polarising and divisive topic with many proponents and vocal sceptics and cynics. But it is not bullshit. Gamification is real and its benefits are tangible. Gamification is here to stay.