The potential of gamification has been discussed by various Frankwatching authors over the past year. Where do we stand at the end of 2012? What is the relationship between the possibilities envisioned and the actual application? Will 2013 be a year of growth for gamification or is the bubble already bursting?
With regard to gamification (the application of game elements in non-game contexts), Gartner' list to data statements were perhaps the most indicative of the state of affairs last year. The ICT research agency entered 2012 particularly optimistically, with two predictions in typical Gartner style:
“By 2014, more than 70 percent of Global 2000 organizations will have at least one “gamified” application” ( source )
“By 2015, 25% of all redesigned processes will include one or more of the engagement practices known as gamification” ( source )
“By 2014, 80 percent of current gamified applications will fail to meet business objectives primarily because of poor design.”
What are we to make of this? Is this a case of “First predict'em up, then predict'em down, charge consulting all the way” as Sebastian Deterding cynically tweeted? Or is this a matter of valuable advancing insight on the part of researchers? Let's assume the latter.
First predict'em up, then predict'em down, charge consulting all the way. j.mp/TrOkTC #gartner #needcreation #gamification
— Sebastian Deterding (@dingtweets) November 27, 2012
More mutual understanding
Gartner is currently taking the side of the game designers in the gamification debate .