Today the Pew Research Center released their study about Gamification, “Gamification: Experts expect ‘game layers’ to expand in the future, with positive and negative results” (by Janna Anderson and Lee Rainie, May 18, 2012). The Pew Research Center provides information about the “issues, attitudes and trends shaping America and the world.” Pew regularly focuses on popular topics including social networking, teens, technology and more.
The survey results are based on an opt-in, online sample of more than 1,000 technology stakeholders from companies including Google, Nokia, O’Reilly Media, Verzion, Cisco, IBM as well as from schools including MIT, Yale and Harvard University among others. It addresses the meteoric rise of gamification and examines thoughts from many of these technologists and analysts about the use of game mechanics.
Pew Research Survey Highlights:
- Social networks are just one of the primary drivers for gamification
- 53% of these stakeholders agreed that “…the use of game mechanics, feedback loops, and rewards to spur interaction and boost engagement, loyalty, fun, and/or learning will continue to gain ground between now and 2020.”
- Additionally 53% of the respondents agreed with the statement that “By 2020, there will have been significant advances in the adoption and use of gamification.”
- While it has some drawbacks, gamification offers advantages in encouraging behaviors and generating measureable feedback
- “…neuroscientists are discovering more and more about the ways in which humans react to such interactive design elements. They say such elements can cause feel-good chemical reactions, alter human responses to stimuli—increasing reaction times, for instance—and in certain situations can improve learning, participation, and motivation.”
- “…reward and status elements are embedded in implicit and explicit forms in people’s interactions in their engagement in online communities. Game elements and competition are interspersed throughout the platforms that have made social networks like Facebook and Twitter popular.”
- Game-style engagement can bring an element of enjoyment to otherwise dull or challenging tasks, thus it will become a vital aspect of training, personal health, business, and education.
The survey also covered some negative effects of gamification and a few that liken it to manipulation. According to the survey, 42% of the respondents agreed that ”generally the trend will not advance except in specific realms.“ Our favorite negative quote of the survey was, “By 2020, anyone who ever used the term ‘gamification’ will be embarrassed to admit it.”
Whether you’re an enthusiast or not, the survey is worth a read since it addresses many of the positives of gamification as well as perceived negatives.







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At BigDoor, we believe firmly that a gamification solution without solid analytics and data is doomed to fail. Accurate recording of actions, points and shares ensures that users are seeing the results of their efforts, and companies are able to track and monitor the success of a BigDoor 



