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After the noise is lonely. Gaming is a general term for rewarding, motivating and maintaining loyalty services, which is a popular way to attract users in an increasingly chaotic and complex app and online life. But Garnter's latest research suggests that by 2014 80% of gaming apps will not be able to achieve their original purpose. The crux of the problem is poor design: companies/developers are too emphatic about the decorations of points and badges, but cannot create enough meaningful motivations and goals. Without the latter, the former loses its meaning. Garnter says gaming has been overdone, making people expect too much of what it can do. And a lot of companies are doing a bad job. Gaming is not as simple as a badge. In addition, although this practice can make people develop habits, but over time may be boring. There's a time for fun games, right? Not to mention that once every company offers gaming tools, the experience of homogenization is more likely to produce aesthetic fatigue. Garnter's vice-president, Brian Burke, points out that gaming is nearing the peak of the cyclical curve of the garnter definition of speculation, just one step away from the bubble-bottomed period. If the forecast is accurate, it is likely to have some negative impact on some of the big businesses that are gaming start-ups and seeking to accomplish things with these social technologies. For example, Foursquare, SCVNGR, Shopkick, and companies that allow other people to integrate gaming into third-party applications, such as Badgeville, BigDoor, and Bunchball. But the application of Nike is very good. Garnter that as gaming is widely adopted by many companies, it is important to understand the basics of gaming and how to apply it to IT organizations to be successful. Garnter found that the goal of gaming was set for three more beneficial businesses: changing behaviour, developing skills, and promoting innovation. Via:tc
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