How gamification motivates

Gamification can be looked at as a new learning approach with an exciting twist. Learning, as we’ve come to understand it, is the procurement of knowledge, skills and values. While the classroom and the library have historically been the perfect setting for this achievement, learning in the digital age is nuanced by self-expression, success, position, and socialization, lending weight to an achievement system that includes rewards.

Information acquisition, an important driver of learning, has made gamification a useful vehicle, especially with games specifically geared towards learning. “The central concept of gamification is to use natural motivators to stimulate individuals; and since one of the most attractive motivators for humans is fun and play, this point can be considered as the starting step of gamification” (Ahmadi, M. 2020). This concept drives the dynamics of gamification, bringing benefits to a superior level.

Game dynamics vary based on the player, but drive the game itself. No matter one’s background, culture or gender, the over-arching basic need for self-expression, success, reward, position, and a social life are intuitively sought. The mechanics of each game - the structured rules - are often, such that, these dynamics are satisfied.

Humans are motivated by rewards, which is a worthy value in return for a particular action. Humans also seek positions of status, where respect can be obtained, social dignity, fame, prestige, attention and ultimately self-esteem. Some people are motivated by the ‘win’ through difficult challenges and expended energy and a lot of effort. Others need opportunities to express their uniqueness, independence, and differences from others, which show their personality and identity.

Game dynamics are compelling motivating features that can energize the different types of players. Whereas one player might have an “explorer” personality, another might be a socializer or an achiever. Each personality type responds differently to the world that the game designer creates. Not to mention the player who prefers winning at all costs over others.

Gamification has come a long way since it was first coined in 2002 by Nick Pelling, a British computer game developer and programmer. Academia might only now be realizing its benefits, but using natural motivators has long been a successful strategy to stimulate “playful thinking” in any industry.

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Learning games can create collaborative schools