{"id":24532,"date":"2015-08-25T23:01:29","date_gmt":"2015-08-25T15:01:29","guid":{"rendered":"https:\/\/www.hongkiat.com\/blog\/?p=24532"},"modified":"2023-04-06T19:10:51","modified_gmt":"2023-04-06T11:10:51","slug":"internet-gamifying-life","status":"publish","type":"post","link":"https:\/\/www.hongkiat.com\/blog\/internet-gamifying-life\/","title":{"rendered":"10 Ways Internet Gamification Impacts Real Life"},"content":{"rendered":"<p>Ever since the dawn of modern gaming, we\u2019ve been a bit more drawn to worlds that mimic life rather than flout its rules. Games are more gripping when they give us access into corners of the real world which we otherwise <strong>can\u2019t engage with,<\/strong> or when they let us make decisions that, otherwise, either <strong>aren\u2019t ours to make<\/strong> (like building skylines and communities in <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/SimCity\">SimCity<\/a>), or <strong>would get us in trouble if we were to make them<\/strong> (like joy-riding in <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Grand_Theft_Auto_(video_game)\">Grand Theft Auto<\/a>).<\/p>\n<p>It\u2019s this necessary but disappearing parallel between real life and the illusion of reality that makes <strong>open-world games so addictive<\/strong>. Their infrastructure is the Internet, which we tap into for a bit of role-playing with friends from all over the world. Such fun!<\/p>\n<p>So, of course, if we allowed the Internet access to our virtual personas in order to connect, interact and play together across borders, taking the next step was a piece of cake. It was only human nature that, in the interest of augmenting the fun, we allow it to further trespass. For one, <strong>giving it permission to bring the principles of gaming into the real world<\/strong>. That could only mean more fun\u2026 right?<\/p>\n<h3>1. Exploring As A Game<\/h3>\n<p>Augmented-reality gaming, the next step in MMORPGs (massively multiplayer online role-playing games), was made possible by the wild proliferation of pocket GPS, aka smartphones. Google\u2019s <a href=\"https:\/\/www.ingress.com\/\">Ingress<\/a> <strong>takes full advantage of the ability to track users\u2019 movements<\/strong> and adds a layer of <strong>gamified reality<\/strong> over the mundane map of our surroundings.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/ingress.jpg\" width=\"852\" height=\"436\"><\/figure>\n<p>The actual traipsing that you do while in the game \u2013 you have to go on foot to different locations dictated by the game and hack Portals on behalf of your team, which will be either \"The Enlightened\" or \"The Resistance\" \u2013 makes it so much easier to suspend disbelief about that added layer.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/ingress-resistance.jpg\" width=\"845\" height=\"437\"><\/figure>\n<p>Also, playing Ingress has the added benefit of <strong>meeting new people and stretching your limbs<\/strong> \u2013 which you maybe won\u2019t do for the sake of your health, but you sure will to level up! It essentially blurs the line between your IRL self and your in-game avatar. Budding explorers can find a <a rel=\"nofollow noopener\" target=\"_blank\" href=\"http:\/\/www.itworld.com\/article\/2833120\/mobile\/a-primer-and-faq-for-ingress-google-s-odd-awesome-mobile-game.html\">primer for Ingress<\/a> here!<\/p>\n<h3>2. Dating as a Game: Tinder<\/h3>\n<p><a href=\"https:\/\/www.gotinder.com\/\">Tinder<\/a> is the popular dating app that is redefining modern dating chats up possible dates in a game-like setting. The learning curve is as close to zero, which helped it spread like wildfire among millennials and gen Z-ers alike: just swipe right on profile pics you find to your liking, and swipe left on those you\u2019d rather pass on, and, assuming your pick swipes the right way on your own pic, the courtship can begin!<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/tinder.jpg\" width=\"1005\" height=\"634\"><\/figure>\n<p>This new spin on mating is very much in keeping with the no-frills, no-lag user experience we\u2019ve come to expect from every app or tool we use these days. We\u2019re not willing to snail-date like our parents anymore, and Tinder <a href=\"https:\/\/www.gotinder.com\/\"><\/a> cashes in on that, every single second.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/tinder-2.jpg\" width=\"942\" height=\"461\"><\/figure>\n<p>Considering its new foray into non-romantic aka business networking (<a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.forbes.com\/sites\/forbespr\/2015\/08\/05\/forbes-announces-launch-of-social-networking-app-for-its-under-30-community-members\/\">among Forbes-picked 30-under-30<\/a> influencers, for now), it\u2019s safe to say the experiments Tinder can make with its growing userbase can apparently keep the game going for\u2026 ever?<\/p>\n<h3>3. Shopping as a Game<\/h3>\n<p><a href=\"https:\/\/www.hongkiat.com\/blog\/mobile-loyalty-platforms\/?n\">Loyalty programs<\/a> are a tried and tested way to help businesses\u2019 profit, and stocks jump or even to completely <strong>rejuvenate dying breeds like brick-and-mortar shops<\/strong>. Success stories of <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.forbes.com\/sites\/rogerdooley\/2015\/01\/07\/coffee-loyalty\/\">coffee shops using tech<\/a> to improve the punter\u2019s experience abound, and the shift from punch cards to <a href=\"https:\/\/www.hongkiat.com\/blog\/mobile-loyalty-platforms\/?n\">apps for providing rewards<\/a> (free items and such) has been a boon to the service industry.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/perka.jpg\" width=\"855\" height=\"666\"><\/figure>\n<p>Of course, aside from the apps that gamify the coffee-shopping experience, there\u2019s another growing type of <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.softonic.com\/androidapp\/uberGrid\/582970\">apps that aggregate<\/a> all kinds of shops and items, <strong>offering up rewards in exchange for social shares<\/strong> or for <strong>using a certain payment app<\/strong> at check-out (like Wish did for users buying through Google Checkout).<\/p>\n<p>And then there\u2019s <strong>community-driven e-commerce<\/strong> that\u2019s also benefitting from the growth spurt of gamified shopping: Pinterest\u2019s buy button is integrating shopping at the tail-end of pinners\u2019 idle browsing, and apps like <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/fancy.com\/\">Fancy<\/a> or Spring are <strong>making shopping for brand items easier<\/strong> than ever.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/spring.jpg\" width=\"671\" height=\"584\"><\/figure>\n<p>Last but not least, there\u2019s shopping <em>in game, <\/em>a booming strategy adopted by game devs everywhere, from mobile to console: the <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/news.yahoo.com\/shocker-mobile-games-now-generate-more-revenue-games-130134177.html\">in-app or in-game<\/a> purchases that inject revenue into the now pervasive free-to-play gaming model is everywhere and not likely to go away anytime soon.<\/p>\n<h3>4. Stalking as a Game<\/h3>\n<p>The best thing about <a href=\"https:\/\/foursquare.com\/\">Foursquare<\/a>, the geolocation check-in service, when it first rolled out six years ago was, let\u2019s face it, the ability to stalk our friends. The introduction of <strong>badges and mayorships only added another gamified layer<\/strong> of fun on top of this initial permission to stalk and one-up outgoing friends.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/foursquare.jpg\" width=\"744\" height=\"409\"><\/figure>\n<p>And then <a href=\"https:\/\/www.swarmapp.com\/\">Swarm<\/a> was introduced by Foursquare, essentially splitting the company in two for no apparent reason, which nearly alienated Foursquare\u2019s long-time users by making them shift to this other app. The Foursquare app itself remained as somewhat of an awkward Yelp-like afterthought, and no one could figure out the reason for the move. A couple of months back, the company reintroduced mayorships and collectable badges, inside the Swarm app this time, in a bid to rekindle its users\u2019 love by playing up the game factor for all it\u2019s worth.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/swarm.jpg\" width=\"812\" height=\"470\"><\/figure>\n<p>And that bet will probably pay off too, because everyone loves <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.theverge.com\/2015\/6\/22\/8825205\/swarm-app-mayorships-now-available\">competing<\/a> for virtual titles and watching their social clout score shoot up.<\/p>\n<h3>5. Fitness as a Game <\/h3>\n<p>There\u2019s probably a conclusion to be drawn from the <strong>synced rise of doom-and-gloom warnings about sedentary lifestyles<\/strong> and fitness apps. But that\u2019s beside the point here \u2013 what is, though, is <strong>how sport is becoming a game<\/strong>, on the back of fitness apps that prompt users to work out in exchange for all kinds of rewards.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/human-race.jpg\" width=\"997\" height=\"616\"><\/figure>\n<p>Whether it\u2019s the in-your-face <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.dailymail.co.uk\/sciencetech\/article-2997071\/The-app-PAYS-work-FitCoin-syncs-activity-trackers-reward-exercise.html\">monetary<\/a> kind, or a <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/tech.co\/news\">cuddlier<\/a> kind, the same principle applies: pushing your body to its limits is its own reward, of course, but it\u2019s obvious from the rising obesity rates that for many, that\u2019s simply <strong>not enough of an incentive<\/strong>.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/fitcoin.jpg\" width=\"941\" height=\"720\"><\/figure>\n<p>Enter <a href=\"https:\/\/www.hongkiat.com\/blog\/fitness-wearables-you-can-buy\/\">fitness trackers<\/a> that let you boast about your jogs on Facebook, pay you to keep at it or even <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.gym-pact.com\/\">dock your pay<\/a> if you don\u2019t. On top of the apps, the gamification of sports has also spawned another global phenomenon: running marathons has evolved into a myriad of global events, the most game-like of which being the massively popular <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/adventure.howstuffworks.com\/outdoor-activities\/running\/events\/nike-human-race.htm#pt2\">Human Race<\/a>.<\/p>\n<h3>6. Driving as a Game <\/h3>\n<p>If you\u2019re not familiar with <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?t=124&v=4x7OV894Igc\">Waze<\/a>, it\u2019s an app for motorists that relies heavily on its users to work well. It <strong>uses crowdsourced information to keep its map up to date<\/strong>, lets users chat in-app and integrates with social networks for bragging purposes. Also, as an added layer of gamification, features a system of points, with the attendant scoreboard, which drivers can gain or lose depending on how they use the app.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/waze.jpg\" width=\"1086\" height=\"762\"><\/figure>\n<p>But the gamification of driving has branched out in a whole host of other directions thanks to the advent of electric cars \u2013 nowadays, your car can actually make you a better driver by <strong>providing incentives<\/strong> (like the badges and\/or points that are ubiquitous in gaming) as well as <strong>challenges<\/strong>.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/myford.jpg\" width=\"675\" height=\"577\"><\/figure>\n<p>Ford\u2019s MyFord Mobile app for Ford Focus drivers is one of the first to introduce this sort of interactive in-car gaming element, and also to <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/techcrunch.com\/\/2013\/01\/07\/ford-launches-open-developer-program-to-let-mobile-apps-interface-with-its-cars\/\">open it up to app developers<\/a>, so that drivers can get more fun out of their commute, achieve more on a charge and so forth.<\/p>\n<h3>7. Childhood as a Constant Game <\/h3>\n<p>The youngest Gen Z-ers are <strong>experiencing childhood in a wildly different way<\/strong>, even to millennials (incidentally, it\u2019s now more important than ever that parents evolve in step with the times). Games are more important than ever to kids growing up in the noughties, and they <strong>tie in with cartoons, amusement parks, Happy Meals<\/strong> \u2013 you name it.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/inside-out.jpg\" width=\"1037\" height=\"346\"><\/figure>\n<p>The billion-dollar business of gamifying childhood has been a not-so-subtle affair since the Game Boy, but the franchise frame of mind, where any popular product gets the game makeover, is relatively recent. Since the dawn of video games we\u2019ve seen, for instance, a <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.polygon.com\/2014\/6\/2\/5762218\/movie-based-games-e-t-atari\">movie-based game development<\/a> trend shaping up \u2013 and that\u2019s exploded in recent years.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/disney-page.jpg\" width=\"962\" height=\"434\"><\/figure>\n<p>Kids with a <strong>flair for online gaming, and permissive parents<\/strong>, have tons of options to choose from nowadays \u2013 regardless of what type of product they might be into this week. One need only check out <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.disney.com\">Disney\u2019s game page<\/a> to experience the extent of childhood gamification \u2013 type literally any kind of toy or kids\u2019 movie or TV show into Google, followed by \"games\", and you\u2019re left wondering if there\u2019s any hope of weaning a child off these once they\u2019re hooked on the online gaming experience.<\/p>\n<h3>8. Movies as Games<\/h3>\n<p>Cinema has been around for a while now, and yet nothing much has changed about the way we experience it \u2013 uni-directionally, with the viewer remaining passive from beginning to end credits. But efforts to change that have already been made and technology is increasingly making it easier for innovators to pioneer <a href=\"https:\/\/www.hongkiat.com\/blog\/future-of-3d-movies\/\">new features that give the viewer a more active role<\/a> in the movie\u2019s narrative.<\/p>\n<p>With 4D technology now widely available, we\u2019re inches away from realizing Aldous Huxley\u2019s prophecy in <em>Brave New World, <\/em>the arrival of the \u201cfeelies,\u201d or movies that <strong>provide tactile sensations during the screening<\/strong>, that are virtually indistinguishable from the actors\u2019 own. In a move even closer to gamifying the cinematic experience, the push for the interactive movie introduced during the \u201890s by forward thinkers like <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Tender_Loving_Care_(video_game)\">David Wheeler<\/a> is now seeing a <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/thedissolve.com\/features\/interview\/542-two-interactive-films-three-filmmakers-and-the-art\/\">resurgence<\/a>, mainly thanks to VR getting such a buzz of late.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/myndplay.jpg\" width=\"971\" height=\"336\"><\/figure>\n<p>The idea bouncing around the industry right now is all about <strong>bio-feedback tracking software<\/strong> that is capable of changing the plot of a movie based on the information it receives from the viewer\u2019s brain (see this <a rel=\"nofollow noopener\" target=\"_blank\" href=\"http:\/\/www.myndplay.com\/videos.php?vid=11\">short horror by MyndPlay<\/a> for instance). It\u2019s still in the first stages, but, all in all, the trend of the interactive movie is set to take off \u2013 if done better this time around.<\/p>\n<h3>9. Money as Game<\/h3>\n<p>Mining for money, or bitcoins, is perhaps the best example of how <strong>technology has enabled us to transform even the most basic of human actions<\/strong>. The cryptocurrency that has been alternately on a high or in the dumps for much of its lifespan could achieve some kind of a balance in the future, if the practice of mining became easier to understand.<\/p>\n<p>On the other hand, opening it up might result in breaches of trust \u2013 which would instantly sink a financial system <strong>created through crowdsourcing and with no centralized bank or state behind it<\/strong>. Simply put for the layman, <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/medium.com\/@kwerb\/bitcoin-is-gamification-e85c6a6eea22\">it is a game<\/a>, where miners compete against each other to solve so-called \"proof-of-work\" puzzles.<\/p>\n<p>Their work gains them newly-minted bitcoin, which means more of it is put into circulation every time the miners verify a transaction.<\/p>\n<h3>10. Learning as Game<\/h3>\n<p>If you\u2019ve been looking around the web for <a href=\"https:\/\/www.hongkiat.com\/blog\/free-online-courses\/\">online courses<\/a> to further your education, you might have been struck by how almost every provider from the Khan Academy to Duolingo nowadays includes some sort of leaderboard.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/duolingo.jpg\" width=\"1038\" height=\"607\"><\/figure>\n<p>Gamification is at the core of the online learning experience, as it alone can <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.huffpost.com\/entry\/motivating-students-and-t_b_1275441\">motivate students<\/a> to come back, <strong>strive for more accomplishments<\/strong> (than their peers) and achieve their goals seemingly without putting in that much work \u2013 because we intrinsically <strong>think of competition as fun<\/strong>.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/internet-gamifying-life\/mindcraftedu.jpg\" width=\"806\" height=\"377\"><\/figure>\n<p>Video games have also been making their way into the classroom, as teachers now understand that children are more open to being taught if education comes in the form of fun \u2013 and game developers are happy to <strong>adapt their games for this higher, state-subsidized purpose<\/strong> (see <a rel=\"nofollow noopener\" target=\"_blank\" href=\"http:\/\/minecraftedu.com\/\">MinecraftEdu<\/a>, or <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.ea.com\/games\/simcity\">SimCityEdu<\/a>).<\/p>\n<h3>Wrap Up<\/h3>\n<p><em>Homo Ludens<\/em>, Man the Player, has extended to describe pretty much every one of us now. Gamification is seeping into all our everyday lives \u2013 and we\u2019re mostly the better for it\u2026 Or don\u2019t you agree?<\/p>","protected":false},"excerpt":{"rendered":"<p>Ever since the dawn of modern gaming, we\u2019ve been a bit more drawn to worlds that mimic life rather than flout its rules. Games are more gripping when they give us access into corners of the real world which we otherwise can\u2019t engage with, or when they let us make decisions that, otherwise, either aren\u2019t&hellip;<\/p>\n","protected":false},"author":126,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[3398],"tags":[1539],"topic":[4521],"class_list":["entry-content","is-maxi"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v22.8 (Yoast SEO v27.6) - https:\/\/yoast.com\/product\/yoast-seo-premium-wordpress\/ -->\n<title>10 Ways Internet Gamification Impacts Real Life - Hongkiat<\/title>\n<meta name=\"description\" content=\"Ever since the dawn of modern gaming, we&#039;ve been a bit more drawn to worlds that mimic life rather than flout its rules. 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