Gamification: Level 4 | Use Wi-Fi to Win Advocates & Increase Loyalty | Blogging For Xirrus Wi-Fi

Analysts predict gamification will become integrated into more than 85% of daily tasks by the year 2020. If you’re a gamification “n00b” – it’s back to Level 1 for you.

Now, for the expert gamers: Over the course of this four-part blog series, we’ve explored multiple theoretical frameworks and real world examples that demonstrate our propensity for gamification.

It seems that, not only does gamification allow the user to ‘psychologically extend’ their reach into a broader Eco-system, but it can foster brand loyalty as users carve out a meaningful, personalised narrative amidst a sea of big data.

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