XReality: Digital Transformation

Gamification-Level 1: Understanding the Audience (Millennials & Gen Z)


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What do the Boy Scouts of America, American Airlines, and McDonald’s all have in common? They are all early examples of gamification. The Boy Scouts gave out merit badges to recognize its members’ achievements, American Airlines introduced the first Frequent Flier program, and McDonald’s allowed its customers to play Monopoly with each order. The definition of gamification is the application of game-style elements to unrelated tasks as a means to motivate. The term “gamification” is relatively new, being coined in 2002. Because of this, Millennials and Gen Z have become the primary target for gamification. Today I am going to show you the traits that unify and distinguish these 2 generations and how business can use gamification to increase their engagement.
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XReality: Digital TransformationBy Dominique Wu