Gamification for advertising

In recent years, the term Gamification has been used to describe the integration of game elements into non-gaming settings. Tapping into the ability of traditional games, the act of Gamification engages players and motivates them towards their peak performance. This paper aims to develop a deeper un...

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Bibliographic Details
Main Author: Ng, Marco Hin Yu
Other Authors: Ng Wee Keong
Format: Final Year Project (FYP)
Language:English
Published: 2015
Subjects:
Online Access:http://hdl.handle.net/10356/65596
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author Ng, Marco Hin Yu
author2 Ng Wee Keong
author_facet Ng Wee Keong
Ng, Marco Hin Yu
author_sort Ng, Marco Hin Yu
collection NTU
description In recent years, the term Gamification has been used to describe the integration of game elements into non-gaming settings. Tapping into the ability of traditional games, the act of Gamification engages players and motivates them towards their peak performance. This paper aims to develop a deeper understanding of the elements involved in Gamification, learn how they work, and understand how they can be applied to the field of advertising. To understand this rising phenomenon in the 21st Century, we must look to the origins of Gamification, its underlying psychological ideas and the fundamental propulsion of user behaviour. A clear comprehensive report on the practical applications of Gamification will be explained through a study of varying game elements and Gamification design processes with references to other case studies. To further demonstrate the application of Gamification to advertising, this report offers a theoretical implementation, utilizing methods of gauging, and ultimately, an evaluation on its benefits. As discussed, the findings of this research attest that Gamification’s impact should not be underestimated. Its application will greatly improve the engagement of consumers and provide a lasting relationship with companies in relation to advertising.
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spelling ntu-10356/655962023-03-03T20:45:51Z Gamification for advertising Ng, Marco Hin Yu Ng Wee Keong School of Computer Engineering DRNTU::Engineering::Computer science and engineering::Computer applications In recent years, the term Gamification has been used to describe the integration of game elements into non-gaming settings. Tapping into the ability of traditional games, the act of Gamification engages players and motivates them towards their peak performance. This paper aims to develop a deeper understanding of the elements involved in Gamification, learn how they work, and understand how they can be applied to the field of advertising. To understand this rising phenomenon in the 21st Century, we must look to the origins of Gamification, its underlying psychological ideas and the fundamental propulsion of user behaviour. A clear comprehensive report on the practical applications of Gamification will be explained through a study of varying game elements and Gamification design processes with references to other case studies. To further demonstrate the application of Gamification to advertising, this report offers a theoretical implementation, utilizing methods of gauging, and ultimately, an evaluation on its benefits. As discussed, the findings of this research attest that Gamification’s impact should not be underestimated. Its application will greatly improve the engagement of consumers and provide a lasting relationship with companies in relation to advertising. Bachelor of Engineering (Computer Science) 2015-11-19T00:58:02Z 2015-11-19T00:58:02Z 2015 2015 Final Year Project (FYP) http://hdl.handle.net/10356/65596 en Nanyang Technological University 55 p. application/pdf
spellingShingle DRNTU::Engineering::Computer science and engineering::Computer applications
Ng, Marco Hin Yu
Gamification for advertising
title Gamification for advertising
title_full Gamification for advertising
title_fullStr Gamification for advertising
title_full_unstemmed Gamification for advertising
title_short Gamification for advertising
title_sort gamification for advertising
topic DRNTU::Engineering::Computer science and engineering::Computer applications
url http://hdl.handle.net/10356/65596
work_keys_str_mv AT ngmarcohinyu gamificationforadvertising