Games are steadily becoming the language through which we are connecting and building the new internet. (of-course, as a layer on the technologies.)
If you don't see it, let me help you with it.
- Roblox, Minecraft Edu, Classcraft are leading the way kids are learning key critical skills within a gameworld, helps exploration and engagment, with happier outcomes. Roblox is valued at $42B
- 97% of 45+ employees and 87% of employees in a survey done by Finances Online believe that gamification would improve work and would make them more productive
- Microsoft’s gamified operations have led to 3.5 times more engaged employees who used updated product information for selling (Datanyze, 2020).
- Twitch has over 9.5m streamers as of Feb 2021 and in Jan 2021 the watch hours on Twitch was more than 2 billion. Twitch also has a DAU of 26m. Avg user spends 95 mins everday on twitch. Youtube started a game streaming service which is doing 1.3b hours / quarter. (Q1 2021). These are big (BIG!) numbers and these numbers have a significant impact on the culture of the internet of today and tomorrow.
- A crypto token is a virtual currency token or a denomination of a cryptocurrency. It represents a tradable asset or utility that resides on its own blockchain, and allows the holder to use it for investment or economic purposes.Video games and crypto markets are starting to converge. As gaming companies see the huge flow of money move into crypto it has caught the attention of the gaming industry who are now exploring how to use crypto to enhance the gaming experience. We're seeing play-to-win models and buy with crypto-currencies.
- No conversation about DeFi (Decentralised Finance) is complete without talking about the metaverse. Whichever metaverse wins - it will have an economy of its own and that economy will be gamified through the experiences that the residents of the metaverse will go through.
- Gaming is one of the foundational cultures of the internet culture which includes the likes of blog, chat, meme's, social media, e-commerce, wikis, p2p sharing etc. Gaming is fast becoming the primary dominant culture in building the new internet. Experts say gaming will be the first real use case for blockchain, revamping the industry and making games more immersive than ever, with worlds and elements that can crossover into each other.
- Decentraland is a decentralised 3D virtual reality platform which uses the Ethereum blockchain. It was opened to the public in February 2020. New York-based digital real estate investment vehicle Republic Realm paid the equivalent of $913,228 for 259 parcels of Decentraland that it plans to turn into a virtual shopping district named Metajuku, styled after the Tokyo shopping district Harajuku. We're now shopping IRL in Virtual Worlds.
- Influencer communities, Writing/ Substack Communities, heck even OnlyFans is witnessing the use of games and gamified to increase and sustain loyalty & retention. Community Engagement is the topmost requirement of every community owner and bringing in a sense of belonging to a community is the most important measure of long-term loyalty, which games are able to do and have done before. Do note, the internet of tomorrow belongs to communities.
When we look at this picture as a whole, we will start to realise that we're moving towards a future where we will be engaging with games or game-based systems - more than what we engage with social media currently, and there will be aggregators that may want to do it all on the game / platform. That's the internet we're going towards. Are you ready, player one?
Sale Operation Specialist
3 年it's definitely as you said: stop and pay attention, because it's already around us. I've been reading a lot about gamification lately and the more I read, the more I notice game elements and mechanics that hadn't seen before.
Life Gamer, Empowerer, Author, Consultant, Coach, Passionate Reader, Originator of Self-Gamification, S1000D Expert
3 年I absolutely agree, Shreyas Korad, and I don't think you overthink it. Games and game mechanics have been present in real life for many, many years, probably thousands already. What happens lately is just that people are becoming more and more aware that at least the main game components and any real-life project, activity, or environment are the same (goals, rules, feedback system, and voluntary participation; credits -> Jane McGonigal). Turning something into a game (a genuine and thus kind game, I should say) equals adjusting the design of that something in such a way that it feels like a fun and exciting game, and we readily call it a game.
Digital Innovation, Value Engineering, Process Excellence | Circular Design & Sustainability | @SAP Consulting & Author | Salzburg Global Fellow 2020.
3 年Interesting read! Enterprise gamification is engagement + analytics. Engage, measure, enhance.