
Gamification has been defined as the use of “game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems” (Kapp, 2012, p. 125)
We love quests. It feels like an adventure for us. We love having a goal and finding ways to achieve it. Because it’s fun and people love the grind.
Motivation and engagement are two closely related concepts which often overlap in areas of intrinsic motivation and cognitive engagement (Dörnyei and Ushioda, 2011).
How to engage:
- Increase users’ self-efficacy
That’s why this feature is an excellent way of improving your gamification model with some daily diversity. The daily quests are there waiting for you. They are not mandatory. Pick them up whenever you feel like doing them. And the type of quests you give to your users are limited only to your imagination.
References:
- Dörnyei, Z. and Ushioda, E. (2011), Teaching and Researching Motivation, 2nd ed., Pearson Education Limited, New York, NY.
- Kapp, K.M. (2012), “Games, gamification, and the quest for learner engagement”, Training and Development, Vol. 66 No. 6, pp. 64-68.
