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The Gamification in the Applications | Essay

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Added on  2020-05-08

The Gamification in the Applications | Essay

   Added on 2020-05-08

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Running head: REFLECTIVE ESSAYReflective EssayName of StudentName of the UniversityAuthor Note
The Gamification in the Applications | Essay_1
1REFLECTIVE ESSAYIntroductionThe gamification in the applications is considered as appealing to the humanachievements, rewards and competition, which would act as a tactic to motivate the user toengage with the app (Deterding, 2012). This reflection would be based on the travel app knownas Travel, Explore and Go, which would allow the users to interact with the various landmarksand redeem gathered points at various locations.DiscussionThe innovative evolvement of the smart phones and digital technologies has transformedthe travel and tourism industry. Research shows that the travel based mobile apps are consideredas seventh most downloaded app category and around 60% of the users do regularly use theseapps while planning their trips (Wang, Xiang & Fesenmaier, 2014). I have seen that anincreasing number of people are making their own travel arrangements through the use of theuser-friendly as well as portable mobile apps. The new app named “Travel, Explore and Go”creates a community in which the users would interact with the local stores and the variouslandmarks. This app would improve the travel experience and provide pleasure to the travelers.In a broader industry context, this app can also act as a medium for hotel booking, onlineticketing, fetching destination details, exploring new travel places and posting feedbackregarding the destination (Cabrejos, Kawakami & Conte, 2014). The global gamification market is growing at a rapid pace and the increase in the BringYour Own Device (BYOD) would contribute to the adopters of the gamification techniques(Sharples et al., 2014). There has been an increase in the uses of the social media, which hasbecome a norm among the younger generation. The users in the regions of Europe, North
The Gamification in the Applications | Essay_2
2REFLECTIVE ESSAYAmerica are increasingly using the social media network to make their daily purchases and alsointeract with their company of choice. This act has encouraged the organizations to give onlinegamification techniques so that both the employees and the customers can be benefitted. I have witnessed that the gamification technique is an important part in the modern dayorganizations. It is not only helpful for the customers but this technique is also helpful inconducting the marketing activities such as marketing campaign, advertising and the branding ofthe different products as well as services. This helps the company in gaining an increasednumber of prospective clients, which is beneficial for the company in the long run. There arevarious forms of the gamification such as virtual badges, club cards and the reward points, whichare helpful in creating loyalty among the various segments of the customers (Cochoy & Hagberg,2016). The gaming marketing strategy is helpful by giving the customers rewards for using theservices of the company, which is automatically being loved by the customers. The strengths of the developed gamifcation app is that it would allow the users to accessthe information about their surroundings to the places where they are travelling and this could behelpful to them, where there are not much information available. I feel that this kind of appwould be helpful in capturing the attention of the audience and influencing the visitors to travelto particular landmarks. This would also help the audiences in removing the obstacles that maycome in the way of visiting all the local landmarks. I feel that this app is also used for inducingmore automation in the life of a traveler. I have seen that the audience can also use the app todiscover new places in the map. I have witnessed that the online gamification app would alsogive a memorable travel experience.
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