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Defining Gamification
Gamification in all of the above definitions mentions two essential components:
- Motivating Players with different fun elements
- Application of these elements to context where players/users are not expecting it
At Gret, we believe that gamification in the e-commerce context is all about the user flow.
The user's journey in a typical e-commerce after landing on the store is "Explore - Choose - Pay - Receive."
In Gamification, the users can expect more—the interplay of motivational opportunities - engagement - rewards.
This is what makes it a memorable journey.
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Different sources define gamification in different ways. Let's take a look.
"the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service."
"the process of adding games or gamelike elements to something (such as a task) to encourage participation"
"Gamification is the strategic attempt to enhance systems, services, organizations, and activities to create similar experiences to those experienced when playing games in order to motivate and engage users"
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By: Buildvr