The advance of gamification finds its way from HR to more and more marketing applications: branding, loyalty and revenue. By definition, gamification ensures more engagement. How can the link between gamification and brand experience be made in a way that really appeals to consumers?
Many gamification applications focus on employees or potential employees. The term quickly came to indicate that games are not the opposite of work serious games Setting up. Serious game is a game with a purpose other than primary entertainment. At HR you can think of awareness, behavioral change and transfer of information. Experience is the key word.
Intrinsic motivation is also influenced by a deep experience. More and more games are focusing on behavior: 120,000 government officials, for example, learn to be more aware of the risks involved in digital information with the LEK game! from MAD Multimedia. Gaming officials may not initially sound like a good investment until you start calculating the alternative to train those same 120,000 employees through workshops.