Arts Entertainments

The impact of gamification

Tech experts held a summit last week at CES on the state of technology and kids at home. The Kids at Play and Mommy Tech conference (and exhibits) looked at current issues and products impacting the future of kid-embracing digital gaming. Among the topics of the conference was the topic of digital games and their role in raising intelligent generations. “Gamification” was the topic of Games for Change Keynote address by Co-Chair Asi Burak. An introduction to the keynote speech read, “Gamification is this year’s buzzword when it comes to raising smart kids.”

Games for Change is a New York-based non-profit organization created to help promote the development of social games that impact society in a healthy way. The company engages in projects that raise awareness of economic, environmental and social issues through games and other means. One of their biggest projects is an annual ‘festival’ (convention) that brings together government and corporate non-government (NGO) groups together with game developers and designers to create and promote socially conscious games. One of the main objectives of the company is to “bridge the gap” between this type of games and the more commercial games. The next festival will be held in June.

Gamification.org defines gamification as “the concept of applying game design thinking to non-game applications to make them more fun and engaging.” In the study of gamification, regularly used game design techniques and mechanics are defined and introduced into atypical game scenarios. An example is the game garbage tycoon where the player has been left behind in a city abandoned by its extreme garbage problem. The player takes his time to build a garbage collection empire incorporating recycling and organic garbage collection solutions often seen in real life situations. The game employs the popular community collaboration game mechanics as played on Facebook.

Tycoon games (business simulation games) are not new to the world of gaming. Almost all recreation-based industries have been gamified; Amusement park construction games are at the top of the list. The challenge is to gamify and make entertaining the industries and global situations that are affecting the world and the future a daunting task, but one that has made great strides in recent decades. Many of us now have a greater understanding and appreciation of urban planning and its challenges thanks to the popular sim city game series. Another success story: foodforce is a game published by the United Nations World Food Program in which the player goes on missions to help a famine-stricken country. Since its creation, it has been educating players on how civil war and drought affect populations in other parts of the world.

The power of the digital game has been recognized. Games have always been implemented in effective educational curricula for children. Summits like the one held at CES last week and conventions organized by groups like games for change they are helping groups with non-commercial interests in game development to keep their players interested and educated.

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