April 2014
Beginner
192 pages
4h 9m
English
Some organizations today are skeptical about the viability and longevity of gamification as a means to engage and motivate target audiences, and people struggle to understand the trend and its longer-term implications. In a 2012 survey conducted by Pew Research Center, 53 percent of people surveyed said that by 2020 the use of gamification will be widespread, while 42 percent predicted that by 2020 gamification will not evolve to be a larger trend except in specific realms.1
In the introduction to this book, we saw that in the 2013 Hype Cycle for Emerging Technologies, Gartner places gamification near the “peak of inflated expectations,” and it is heading into the “trough of disillusionment.” We expect ...
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