At Babson we are studying gamification as a concept and figuring out ways to incorporate into our learning experiences and applying it to improve engagement with our stakeholders. I was recently talking to Gene Begin, Digital Marketing Director at Babson College about what we doing with gamification. Here is the summary:
Babson is using the platform provided by SCVNGR college-wide as a location-based, gaming application to reward our community for engaging with Babson and completing challenges at a variety of our events and campus locations. SCVNGR is being used for Undergraduate School and Graduate School orientation programming during opening weekend and is being used at each event in a slightly different light. At Undergraduate Orientation, the tool is being used throughout the weekend to drive continuous engagement. At Graduate Orientation, the tool was used as a true two-hour scavenger hunt as an activity within their day of activities.
On the educational front, my colleague John Marthinsen and I are also planning to use the gamification concept for one of our signature learning experiences. In particular, we will explore game mechanics, the role of gamification platforms and the economic issues that it raises.
One particular issue that we will highlight from a economic perspective is virtual currencies. Virtual currencies have an especially interesting connection to macroeconomics because their development during the 21st century mirrors that of the United States banking system during the 19th century, when checking accounts (a virtual currency) eclipsed physical currency as the nation’s prime means of payment. Are virtual currencies “money” that should be included in the money supply statistics? Can Facebook, Zynga, and others create “money”? Should they be regulated as banks are regulated? Who should control them? Does the creation of virtual currencies affect a nation’s economy (e.g., inflation rate)? What are the implications for the national tax base and governments (federal, state, and local) that are desperate for revenues? Will the rise of virtual currencies affect the nation’s national income accounting (e.g., GDP) measures and business financial statements?
Concepts like gamification, platforms and virtual currencies can be used in non-game settings. Student teams will be asked to use these techniques and propose solutions for a societal problem. Currently, game mechanics are being proposed to promote safety by rewarding good driving behaviors in certain cities. Similar ideas could be used to promote fiscal responsibility, reduce poverty, curb tax evasion/money laundering, encourage healthy living, improve community engagement, and enhance education.
As part of our signature learning experience, each team will identify and research a business opportunity that utilizes gamification and solves a societal problem.
Wonder what some of the other schools are doing with gamification?