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Is gamification for more than just the workplace?

Gamification has a clear home in the workplace; for training, for interview processes and for a more effective work ethic. But is this the only place for it?

The 2015 UK series of the Apprentice brought to light a concept not yet seen before in the gamification space; combining the online dating experience with games.

The business plan was proposed by Vana Koutsomitis, a social media entrepreneur from New York. Her idea was to combine the concept of the dating apps, such as Tinder, with gaming apps; players match based on age, location, gender and interests and play games with each other to eventually reveal a clear, un-pixelated picture of the match in question.

The success of the business plan is yet to unfold, with Tinder taking two years before making any profit, but the idea to bring together two of the most popular technological ideas of this age in one concept is borderline genius! So where else could we be missing the mark with gamification?

Everything in life can become a game if you let it. It is about approach things with a competitive spirit to continually improve and better yourself; if you go for a run, can you do it faster next time? If you make dinner, can you find a way to make the most for the least amount of money? Gamifying life is a more enjoyable way to approach self-improvement.

If you are to look at it in this way, then yes, gamification is for more than the workplace and it’s actually been circulating the dating arena before we really knew it. Speed dating has almost got a game element to it. You have to find out as much as you can about a person to see if you’re compatible in a short space of time. The more you learn, the more effective and beneficial the results will be.

Gamification can certainly be applied to the world of exercise beyond a professional level. Apps that track your distance offer challenges and show where you sit amongst friends and other app users dependant on your performance. Any person with a naturally competitive edge, which is a vast majority, will work harder to beat personal records and friends’ records.

In doing this, it encourages better fitness for everyday people; something the government have been trying to push for to improve the public’s health. These kinds of concepts need to be utilised; they push improvement subliminally just like a board game may be educational but doesn’t appear to be at first inspection.

Gamification is everywhere and a brilliant concept. It makes the most demeaning of everyday tasks enjoyable. It pushes people beyond the limits they could ever imagine. Workplaces are latching onto the world of gamification, but they need to be finding ways to help employees outside of work. Maybe an app that measures nutritional goals for better functionality at work and challenges users against their peers?

Who knows what is next, we just know gamification is hot on the trends and it won’t be long until our lives are revolving around a gamified world.