Have you ever sat down at your desk, filled with dread, as you contemplate what to write you 1,000 word essay on for that one class that you find unbearable and usually fall asleep in the lectures 20 minutes in? Now what if the lecturer decided that the first person to submit their essay to him will be given a free pass to not do one assignment in the future of the winners choice? And the person with the highest word count can have a copy of the lecturers notes for the next class so they can stay and at home and sleep instead of having to go in for fear of missing something important? Also the person who writes the best essay gets a tenner. Wouldn’t you sit down at your desk filled with motivation at the prospect that you could be one of the lucky winners? The answer is yes. You would. There is an award to be received, turning the assignment into a game of winners and losers. And everyone loves games!
Gamification involves  “the application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity.” In the above example, for students ‘winning’ a day or an assignment off, they must compete with each other in a number of aspects on their due assignment.
Although you may not realize it, there are hundreds of forms of Gamification in your everyday life. From Clubcard points in the likes of Boots, to filling out online surveys about your experience in a particular store with the chance to win a lump sum of, money, gamification is everywhere. Gamification can entice people into doing things they would not usually want to do voluntarily. It can also give people little ‘nudges’ into doing what’s best for them or a company by making the process fun or with the prospect of an award. An example of a’nudge’ include some large-scale events, such as ‘Piano Stairs’ by TheFunTheory.com.
In ‘Piano Stairs’ TheFunTheory, who state on their website  that they are ” dedicated to the thought that something as simple as fun is the easiest way to change people’s behaviour for the better”, wire up and create a giant piano on a stairway to deter people from using the escalators as much.
On a lesser scale, I have used gamification only last week on Twitter to encourage people to read my post titled ‘No Privacy Please!‘. In my tweet I created a poll where people could decide whether or not TrackR is a danger to your personal security after reading my post.
Read my blog post let me know if you think there’s a real threat in these types of apps! https://t.co/I7FgHx5etW
— laoise (@LaoiseBADHITUCC) November 20, 2015
The general consensus was that people thought TrackR to be an extremely invasive app and that they would have a hard time trusting it. That particular blog post also earned the most views out of all my other blog posts. Nothing about the this blog post or the way in which I advertised it via social media networking was any different than the others, except for the poll.
Ultimately, the thought of being able to engage in a ‘game’ of sharing your opinion proved to be a highly successful form of gamification.
 “Gamification1-e1409127801440.jpg (JPEG Image, 900 × 506 Pixels).” Accessed December 2, 2015. http://magazine.startus.cc/wp-content/uploads/2014/08/Gamification1-e1409127801440.jpg
 “Gamification – Definition of Gamification in English from the Oxford Dictionary.” Accessed December 2, 2015. http://www.oxforddictionaries.com/definition/english/gamification.
 “The Fun Theory.” Accessed December 2, 2015. http://www.thefuntheory.com/