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In today’s context, with increasingly complex interactions and digital human touch-points, unless all faculties of design thinking are applied with full competence, we might fall short of solutions that address a customer need and how someone would want to use something on an ongoing basis (marketplace), both at the emotional and functional levels.
Businesses have been dismissing gamification as a “fad”, and criticizing the use of game principles at the workplace. However, a deep dive thesis and some implementations and studies later, gamification is seen to be producing very tangible results in areas of user engagement, customer retention, RoI, learning etc. and is no more considered a marketing gimmick.
If the context is to help users do what they really want to do and have to do at their workplace but find tedious or monotonous, then gamification not only makes it more fun but also acts as a catalyst to get work done efficiently.
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