Right down the street from my house is a series of paved walking trails. They interweave beneath cool leafy canopies; They provide a great place to relax and exercise.
My friend Jon and I meet there once a week. We walk and talk about the lives we are living. The small hills and smooth curves, of the walking trails, serve as a fantastic physical representation of how we can be doing well one week and veering off into the unknown the next. Around each corner we never know what we are going to run into. One week we saw a man sitting without a shirt in a grassy field. He looked like he was meditating or somehow communing with nature. I’m not into that. At least not out in public. Another week we saw a herd of deer. One of the most memorable times we had was when we were caught out in a thunderstorm. As marble sized hail dented our bodies, we seriously wondered what we had gotten ourselves into. Unless you’ve used a tree as shelter from a hail storm, you’d know that the tree is absolutely worthless. All the tree does is become a natural pinball machine for the frozen orbs. Enough about the hail though.
Gamification is the use of game design elements,game thinking and game mechanics to enhance non-game contexts.
My sister and my parents bought me a Nintendo 3DS for my birthday back in July. The 3DS has a built-in pedometer. After recording about a 1000 steps, the system rewards the user with 10 gold coins. These coins can be spent on two built-in games. Now what does this have to do with walking? Well, after discovering this simple feature, I started walking with the 3DS in my pocket. I wanted to earn more gold coins. Walking had turned into a game I wanted to win.
I wonder why other companies haven’t caught on to this phenomena. The concept seems so simple, integrate game-like elements into our everyday lives. I commend Nintendo for their almost sneaky approach to making users want to exercise more. My only wish is that the coins earned could be applied to e-shop purchases. In the meantime, avoid hail my friends.