As you came of age, the way you played games did too. Before gaming apps changed how people in the twenty-first century actively played games, you used to have to set aside a significant amount of time to play Monopoly or Scrabble with family and friends. As you get older, work and other personal responsibilities overpower your access to playtime. Thanks to the introduction of Mobile App Games, you can play games on your smartphone, iPad, and nook device whenever and wherever you want. This means games are being played now more than ever! For example, Monopoly – the American board game that was officially released in 1934 – has only sold 275 million copies in its lifetime, while Angry Birds, the mobile app released merely four years ago, has earned over one billion downloads from iOS users around the world. You are now always seconds away from downloading new game apps.
The new coined term, Gamification, enables consumers to participate and actively engage with the companies in a game-like setting. Even PreApps has adapted to Gamification. These dynamics are currently being utilized on social media networks, such as LinkedIn, internships.com, and Tumblr. These companies attempt to tap into our innate desire to act on and compete with others for what we want. For example, social media networks use progress levels to encourage others to maximize their profile and create more for a better experience. Recyclebank uses Gamification to motivate people to discard their plastic bottles and cans separately from trash that is no good. What we want is a better environment, and we have realized thanks to Gamification that recycling is how we can get it.
Gamification strategies benefit consumers by allowing them to play hypothetical games that has never been available before. In terms of the popularity of mobile OS applications, app developers are also receiving an advantage to this turning point by gaining revenue. Fruit Ninja makes $400,000 per month in ad revenue because of the extent it is being played. Gamification has become the primary incentive to get people to play games and participate in activities. For example, the new iPhone app, Summer Slots Casino gives you free spins for every 30 spins you use. Other games guarantee prizes and new challenges at higher levels, which encourages you to play the game in order to reach those levels – something that the standard board game cannot provide. What is most astonishing about the popularity of games is how other brands and organizations are applying game-design thinking to non-game applications to make them more enjoyable. It has been predicted that by 2015, more than half of worldwide organizations will be using gamification as their primary strategy to engage employees.