Gamification has been a topic of interest for many in (among others) science, marketing, and learning environments. It is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges By applying gamification it can motivate people to do something that would normally not be done. How does this work? And how can gamification be applied? The book 23 Innovations in Digital Communication has written a full chapter on this practice, which you can now read here below!
23 Innovations in Digital Communication is a comprehensive title that covers various innovations like VR, AR and gamification. All relatively recent trends which offer a lot of room for exploration and innovation. The book focuses on explaining the topics including cases and testimonials from field experts.