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Post by account_disabled on Mar 9, 2024 8:25:30 GMT
Challenge: it is the purpose of gaming, the reason why you continue to play and try to overcome tests, in view of results such as trophies or new objectives to unlock. Virtual goods: obviously it doesn't make much sense for users to move forward in the game if there isn't something they can purchase with the points that have been accumulated, which is why benefits are provided ,
Which players can purchase with the points Japan WhatsApp Number Data accumulated ( in this way their efforts are rewarded). Virtual goods can also be purchased in exchange for real money, optimizing profit. Ranking: accompanied by rewards, it serves to encourage competition between users. In this way we try to entice the user to spend more time in the game. There are several brands that are investing in gamification to diversify.
Their strategy and create more direct contact with end users . Not only between brands, the dynamics of gaming can also be inserted into simple applications. Among the various examples I have chosen three case studies that I consider very interesting. Before seeing them in detail, I want to focus on another area in which gamification can be used. The area in question is the business context .
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