fbpx

| ADAPTER |
Connecting research and business

Planning service gamification

Tallinn University, School of Digital Technologies

Gamification is using game elements in non-game context. Mostly those elements are game design elements (like challenges, scoreboard, graphics, etc.) but also game related qualities (e.g. emotions) that can be generated by design elements. Gamification is mainly implemented in order to increase the motivation among participants. Gamification is used in different contexts. For example in marketing the objective of the gamification is to motivate consumers to buy more. In the education the objective is to increase the engagement among students. In the health care gamification is used in order to influence people to be more physically active or to monitor and control the process of medication. Current gamification service is designed for understanding the clients needs, finding possibilities how to gamily them. Outcome of the study is the design of gamified service or product.

Who might need this service:: Production; Tourism and housing; ICT; Services and financing; Health and biotechnology; Creative enterprise

http://www.tlu.ee/et/Avatud-akadeemia/arendustegevused/teenused

  • Contact the service provider!

    If you would like to contact the service provider or simply learn more about the service, please fill in the following form and we will respond, shortly!

Cookie settings