Virtual Reality to gamify your life
Internet and Virtual Reality are gamifying your real life
The game industry has developed gaming solutions, which in some cases tried to simulate real life. Games are always more gripping when they give us the opportunity to do things virtually that in real life would be difficult to engage with, like creating cities and communities in “SimCity”, or would get us in trouble, like in “Grand Theft Auto”.
These two example helps us to understand how such games are so addictive, because of the illusion of reality they give to the players. Through the Internet infrastructure and the Virtual Reality, players can role-playing with friends from all over the world. This is at the basis of gamification: the idea of bring such fun into real world. There are many examples, which we divided into categories.
Augmented-reality gaming, the next step in MMORPGs (Massively Multiplayer Online Role-Playing games), work through GPS signal and therefore smartphones. For example, Google’s Ingress takes full advantage of the ability to track users’ movements and adds a layer of gamified reality over the classic G-Maps. The aim of the game is to go by foot or by car to different locations displayed by the game and hack Portals on behalf of your team. Playing this kind of augmented reality games has the added benefit of meeting new people and act in real life to level up; It essentially blurs the line between yourself and your in-game avatar.
Tinder is a popular dating app, which redefines modern dating chats up possible dates in a game-like setting. The app allows to choose a girl from a list just swiping right on profile pics you like, or swiping left to pass on, and, assuming your pick swipes the right way on your picture, the courtship can begin!
Shopping has become a social experience, in which having fun. For example, there are apps which gamify the shopping experience through rewards and collectibles to be used to get discounts; other apps offer rewards in exchange for social shares or for using a certain payment app at check-out; and others provide simpler solution to buy items, even in social networks like Pinterest’s buy button, which is integrating shopping at the tail-end of pinners’ idle browsing. In addition, there are 3D approaches, which bring online shopping at the next level. Qbit develops 3D online shopping experiences, tailored on your needs and designed to go shopping together with your friends through Avatars in a virtual world entirely made in 3D. Moreover, adding to the experience some VR smart devices like Oculus Rift, the experience can become extremely immersive.
Foursquare, thanks to the geolocation, allows to stalk our friends. The introduction of badges and mayorships added a new level fun at the app. When Foursquare team released a new app “Swarm”, with a very similar aim but without badges and mayorships, they finally decided to import them even in this new app, because people love competing for virtual titles and watching their social clout score shoot up.
The fitness world is a perfect example of gamification: lots of apps encourage people to work out better in exchange for all kinds of rewards. The idea is that pushing your body to its limits is its own reward, but it requires more incentives. So, fitness trackers that track your activity and you can proudly post results on Facebook or other social media. In addition there are some apps, which put you in competition with friends and people all around the globe and you can demonstrate your physical abilities and get better scores.
Waze, the social driving app, is based on maps and GPS signal, but it also provides all the fun and social experience of a typical social network. It uses crowdsourced information to keep the map updated, lets users chat in-app and integrates with social networks for bragging purposes. It has a system of points, with a scoreboard, which drivers can gain or lose depending on how they use the app. At the same time, when you’re driving, you can collect badges and unique collectibles just driving on your road: those elements appear virtually on the map.
Today youngest generation live in a world, which provides them with lots of videogames based on toy or kids’ movie or TV show. These games can be easily find look for it into Google, simply adding “games” after the main keyword. For example, Disney’s game page allows to experience the extent of childhood gamification.
Cinema and movies have always been a sort of “passive” entertainment until now. Starting from some videogames like “Until Dawn”, which look like a movie because of the story telling and the high 3D modelling level, the new trend is to give the opportunity to the user to shape his own movie version through choices and body tracking along the movie. In addition, with 4D technology, movies provide tactile sensations during the screening, or they try to involve other human senses apart from sight and moreover, they are virtually indistinguishable from the actors’ own. The cinematic experience is becoming more gamified thanks to virtual reality.
Travelling around the globe is not only a great experience to see new places, meet new people and cultures, but it can become a great opportunity to help other people chosing their destinations. Tripadvisor is probably the most popular social feedback app, which allows visitors to choose their hotel, restaurant and attractions based on other travellers experiences. Thanks to a system of points and badges, anyone can become an “expert” traveller through reviews of places he visited. The platform allows to assign points according to reviews written or photos shared, allowing the users to level up.
Nowadays the online courses for personal education, may include some sort of leaderboard and score system like Duolingo. Gamification is at the core of the online learning experience, because it can motivate students to learn and achieve their goals. In fact, Qbit Technologies designs and develops 3D Training Simulations, which are a great opportunity to learn different business procedures and processes, having fun and using a 3D visual approach, more innovative and interactive.