ABSTRACT

This conclusion presents some closing thoughts on the concepts covered in the preceding chapters of this book. The book focuses on business and education, gamified systems (GS) are being designed and utilized by an ever-growing number of institutions. The art of GS design requires a fine sense of balance between fun and the objectives that serve external purposes beyond play. Creating progress paths with meaningful choices, interactivity and feedback, and then generating data to support a project's goals, is challenging and demanding, a significant advance from the early gamification efforts of badges and points. Being able to evaluate gamified systems, developing a sensibility of how individuals learn and are motivated through play and combining these with a strong set of skills that include game design and interaction design are the cornerstones of GS design.