Different sources define gamification in different ways. Let's take a look.
"the application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service."
"the process of adding games or gamelike elements to something (such as a task) so as to encourage participation" Source
"Gamification is the strategic attempt to enhance systems, services, organisations, and activities in order to create similar experiences to those experienced when playing games in order to motivate and engage users" Source
"Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play." Source
Gamification in all of the above definitions mention two important components:
- Motivating Player with different fun elements
- Application of these elements to context where players/users are not expecting it
At Gret, we believe that gamification in ecommerce context is all about the user flow.
The journey of the user in a typical ecommerce after landing on the store is "Explore - Choose - Pay - Receive "
In Gamification, the users can expect more. The interplay of motivational opportunities - engagement - rewards.
This is what makes it a memorable journey.