7/18/2020 The Gamification of Virtual Real EstateGames have been part of society since the dawn of time. We played games to improve our skills, learn new skills and increase our innate abilities. It’s no wonder the gaming industry year after year has grossed over $100 billion US annually. It has brought new tools and perspective to the general public. If you look at examples from surgical equipment that mimic the controllers on console games, to online creations for car models, and CGI characters crossed over into the real world of movies and entertainment along with the peripheral market. The gaming industry has been the influence for many ideas. With this recognition there has been a resurgence of game/play culture or more importantly the re-introduction games/play into many different sectors and industries. Another example at MIT technology and robotics. Part of their educational process is the use of Lego components to aid in automation and robotics development. Although there are areas within the gaming industry that remain less than desirable ie. lack of social skills in individuals primarily children, health issues such as obesity and in-game harassments issues that product developers need to recognize and address, the future growth of gamification is unsurmountable. Taking a quick look at Professional Sporting industry it is one that we easily recognized as perhaps a largest gamification business. All major sports have detailed matrixes and data analytics that usually outperform most corporations. Increasingly major sport league are adding eSports to their roster. The same is about to unfold in the other areas as well. It is just the beginning. Comments are closed.
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