The G in my A to Z of Gamification, looks not only takes a closer look at Gamers, but also at who amongst us would choose to live a more gamified life.
Gamers, 700 million and counting
In 2013, an industry study by Spil Games brought together multiple sources to find that 17% of the world’s population now play games. That’s 44% of the total population, who are on the internet, some 700 million people.
Or as one media and games researcher, Greg Perreault observed. “Indeed when you takes into account mobile games like Angry Birds and Plants Vs. Zombies, and social games like Farmville and Words With Friends, suddenly you realize that even your mother-in-law who churns her own ice cream and your technologically challenged uncle are hardcore gamers.”
And…Who wants to live a Gamified Life?
A survey looking across multiple generations showed that no matter what our age, we’re not alone in our desire to make “everyday activities more like a game”.
Between half and almost 3/4 of any age group all responded positively to this idea.
Another web survey, this time by Latitude, found amongst 249 self-identified ‘casual gamers’ or “game enthusiasts’, that more than 90% wanted games that fit into their daily life activities.
This went from a broad range of activities from exercising to running errands, with half particularly stating they wanted to gamify boring or repetitive tasks.
Looking at what specific areas they felt could benefit from a gamified approach, the most popular application was in learning and education, followed closely by heath and then in social connectivity.
I’ve highlighted similar individuals and their shared stories of living a gamified life before. But these survey results, show me, that there are potentially far more people out there already living or wanting to create their own gamified lives.
Are you one of them?