In 2002, a British programmer and inventor, Nick Pelling coined the term gamification in which the advent gaming concepts are introduced in real life to achieve better user interface design amongst electronic transactions. Up to the year 2011, the gamification is not popular until Gartner realized the advantages of gamification and introduced the concept into his Hype Cycle list.
Gartner, a leading IT research organization, has predicted that more than 50 percent of the organization will be replaced with gamification in the future and will be implemented in almost every part of the life cycle.
In recent years, design features captured through gamification has bought notable changes in the field of academia as well as industry. However, due to the dearth in comprehensive understanding and lack of resources has made gamification to fail.
This limitation is overcome through the latest gaming design strategies comprising simple mechanics such as leaderboards, points, and badges
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