Gamification, a term that derives from behavioral economics and design culture, is the use of game mechanics in traditionally non-game activities. This buzzword emerged only in the twenty-first century but the idea of game-based behavior modification already appears as early as the 1940s in writing on business, marketing, psychology, and warfare. Numerous adopters of gamification across different fields regularly proclaim it to be an unparalleled organizational technique. Argueably, gamification is not merely a generalizable game design strategy that can be applied to areas such as education but also as a form that economic, social, and cultural life takes in the world of the early twenty-first century.
This event is part of the Connection Series held in collaboration with the American Center, American Institute of Indian Studies (AIIS), UChicago Center in Delhi, and United States-India Educational Foundation (USIEF).
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