Gamify Europe 2019: the gamification model is more mature and "serves" to all organizations – Business

Gamify Europe 2019: the gamification model is more mature and "serves" to all organizations - Business



The idea of ​​gamification is not new but in recent years the concept has matured and is taking advantage of new technologies that help to give consistency to the projects of several organizations that went through Gamify Europe 2019 in Lisbon yesterday.

Cascais Ambiente, Worten and the Dutch Police have shown how gamification is bringing results to their organizations, serving citizenship purposes, brand promotion and raising new "customers", but also PSP spoke of Storytelling and the principles it guide one of the biggest success stories of involvement with a public entity in Portugal, and the way it does so with zero budgets.

"There was a phase in which everyone wanted to do projects but only those that were well done survived," Miguel Oliveira, CXO of Fractal Mind and organizer of the conference explained to SAP TEK, explaining that in recent years was done "many things bacocas", simple and easily replicable solutions that did not seek to solve concrete problems.

Fractal Mind has experience and several gamification projects in different areas and Miguel Oliveira argues that the model can be applied in B2B and B2C but also in Government, where there is a very interesting potential for involvement. But it is necessary to guide the projects to a correct perspective, to look for solutions and to know what is the objective that we seek to achieve.

During his presentation the CXO of Fractal Mind showed how the progressive technologies Web Apps, Blockchain, Virtual Reality, Augmented Reality and Artificial Intelligence are already being used to promote gamification projects, with several examples, and listed several problems that can be such as the promotion of citizenship, involvement in environmental protection and new forms of learning in education.

The potential is great, and the results on various projects show that people's levels of involvement are positive and that barriers can be overcome. And so it left a challenge to the audience: "Imagine if we use all these technologies that are at our disposal to solve the problems we talked about?"



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