Gartner hype cycle gamification
Gartner’s Hype Cycle suggests gamification has traveled past the Peak of Inflated Expectations and is moving through the Trough of Disillusion and on to the Slope of Enlightenment. It is a key enterprise technology category that Gartner research firm has picked to mature over the next 5-10 years. Criteria for viability are clear.Gamification is the use of game mechanics and design techniques to motivate people to solve problems or achieve certain goals.
Here’s a quick list of things to think about as you consider ways to use games and gamificaition: Custom initiatives will also get better as people make more thoughtful choices on what type of game or gamification to implement-and when to do it.
However, those with strong underpinnings will remain. Products that were mediocre and not grounded in good instructional design are going to disappear. It means that companies who are more conservative-who are the “let’s wait and see how this shakes out” kind of decision-makers-will likely be ready to jump on board soon. It also means that bad uses will become more apparent, as will effective uses. Instead, it means that we are moving gamification toward mainstream usage and beyond the early adoption stage. The short answer is no… at least not the good applications of these learning methods. Does that mean that it-and its cousin learning games-are dying? Gartner Group, which monitors trends across many industries, has labeled gamification as a trend that is sliding into the “trough of disillusionment” within the education industry.