SMART: Gamification

Quite. Image from here.

Specific

I will conduct research using the internet so that I can find what I think are the most interesting and/or successful ways in which activities have been ‘Gamified’ which will improve my ability to recognise opportunities for gamification in my own applications. I will do this by reading about successful executions of this approach and also using some of the free versions of popular apps. I will complete this in 4 weeks, spending 2 to 3 hours per week in this area.

Measurable

I will know that this is complete when I have found no less than ten examples of gamification that appeal to my tastes as a consumer.

Achievable

This is achievable as it is a simple research goal requiring nothing but some time and the internet. I may need to recognise when my own tastes prevent me from learning more deeply about techniques that could be very useful to me learning and understanding. I will tackle this by not being too quick to judge the source material and make sure that I fully understand the reasons I may not think that it is relevant.

Relevant

This is relevant because I am very interested in gamifying anything that I develop. I am drawn to making games and if I have to do something more grounded then I would like to understand a selection of ways to make the application more game like. I am already making games and have the basic understanding as to what constitutes a game. Its also relevant as there is no small amount of talk about how gamification in already impacting how a diverse range of applications are using its techniques to improve engagement and customer retention.

Time bound

I will have this activity complete in two weeks and will present what I find here on the blog.

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