Skip to content

Gamification for trust building, teaching, data gathering, and coordinated decision-making?

  • Defined as the use of game design elements in non-game contexts—in agriculture through websites, apps, and SMS

  • More fun, quicker, and more motivating but likely biased and less accurate, and may only reach a subgroup

    • Can utilize intrinsic (e.g., fun) or extrinsic (e.g., prize) motivation
    • At the intersection of serious games, persuasive technology, and personal informatics
    • Games can educate, incentivize information reporting, and help communities understand each other.
    • They can provide a safe space to work through sensitive issues in a “hypothetical” case
  • Trying to turn one-way SMS alert blasts into two-way communication and sustained learning

Games 2020, 11(4), 47; https://doi.org/10.3390/g11040047