gam·i·fi·ca·tion (noun)
adding game features into nongame thing, like a website, learning/training systems, fashion or marketing (to name a few), with the goal of engaging users and inspiring collaboration, sharing and interaction.
Gamification is the addition of game elements to non-game activities
The number of active video gamers worldwide in 2019 is 2.47 billion.
By 2025, the global gamification sales revenue is estimated to reach $32 billion.
Did you know: Domino’s pizza saw a 30% increase in sales after launching a mobile game app
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The Gamification summer camp and workshops are provided by the School of Literature, Writing, and Digital Humanities, College of Liberal Arts, and the Digital Humanities Lab at SIU.