by Kevin Shane and Jeff Lopez
In the past, one of the largest impediments to using games for accomplishing real world goals has been the response that the word “games” triggers in business and policy circles. But in the past few years, we have noticed a shift. Games–and now gamification–have both become accepted as a serious answer to large and longstanding problems in business, health, education, and the environment.
We have gathered a few quotes on how top companies perceive gamification and how it continues to impact institutions and businesses across industries.
“At Aetna we think gamification has the potential to help people improve their health by making it fun, rewarding and engaging.”
–Dan Brostek, Head of Member and Consumer Engagement, Aetna
“Gaming is in our motherboards, we use it to play, solve, thrive, evolve. Embrace gamification, but go deep, not cheap.”
–Kip Voytek, Director of Digital Innovation, MDC Partners
“Gamification allows consumers to have fun, get useful information & encourages them to share it with their friends.”
-Joe Rork, User Experience Engineer, Ford
“Gamification is ultimately not about buzzwords and mechanics, but better and more meaningful experiences.”
–Esteban Contreras, Social Media Manager, Samsung USA
We will continue sharing these 140 character bits, and please share your own thoughts on gamification with us in the comments below or on Twitter. The above examples, but as long as you aren’t trolling, we hope for a few critical perspectives as well. So, what is gamification for you?
Gamification Co will be hosting it’s second Gamification Summit in New York on September 15-16. Join keynotes from Gilt Groupe CEO Alexandra Wilkis Wilson and 42 Entertainment’s founder, Susan Bonds, to learn how the new science of engagement is rewriting the rules of product design. We are also offering the first ever Certificate in Gamification. For Gamification Blog readers, use discount code GCOBLOG for 25% off at http://gsummit.com/register. We look forward to seeing you there!