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

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