A View on the Impact of Gamified Services in the Wake of the COVID-19 Pandemic: An Interdisciplinary Approach

A View on the Impact of Gamified Services in the Wake of the COVID-19 Pandemic: An Interdisciplinary Approach

Sebastian Joy Panattil, Anoop George, Manu Melwin Joy
DOI: 10.4018/978-1-7998-9223-6.ch005
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Abstract

The chapter examines the researchers' objective to see how gamification has been investigated in various science disciplines during the COVID-19 pandemic and its impact by grouping the findings into central concerns and core issues. The PRISMA approach is used to narrow down the list of relevant articles. The necessity for gamified interventions in the retail, education, and health domains is deliberated in this chapter. The findings suggest that academicians take the chance to collect empirical data and evaluate it in real-time to better understand the impact of gamification in a variety of professions.
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Introduction

The COVID-19 pandemic has swept the globe, infecting every region. As policymakers struggle with revised lockdown policies to combat the virus's spread, national economies and companies are experiencing adverse consequences. According to the International Monetary Fund, the global economy will contract to 4.9% in 2022. This will mark the fault lines which were initially papered over by 2021’s projected growth rate of 6%. The downturn faced immediately in the aftermath of the pandemic in 2020 where the IMF predicted a negative growth of -3.2%, according to the officialdoms, is the worst since the Great Depression of the 1930s (World Economic Outlook Update, July 2021, 2021). Shoppers remained at home, causing retail footfall to plummet to new lows. Since the first lockdown, the number of pedestrians has decreased even further. The hospitality industry has closed its doors all over the world. The experts say that international travel and tourism will not recover to pre-pandemic heights up until 2025. Because of all these, most of the governments have recently begun to offer a substantial economic assistance program to their residents and enterprises, primarily in the form of wage grants, money allotments to lesser income families, and reductions in taxes and rent drops for businesses (Açikgöz & Günay, 2020). No doubt that these actions have helped all sectors and people for their existence. Even if we can't stop harmful viruses from advancing, we can plan to mitigate their effect on various economic sectors. The COVID-19 has pushed the idea of working from home into the mainstream, and social isolation has converted the new normal. Consumers' instinct buying habits have been influenced by their ability to do something at home. All these also led to changes in consumer behavior. Understanding more about how we can adapt to these changes to survive or develop the business is a need and a concern.

One of the behavioral effects of the lockdowns during the COVID-19 pandemic is a massive rise in Internet and social media use (Donthu & Gustafsson, 2020). There is also a dramatically altered fulfillment of needs and aspirations such as greater happiness, higher participation, and general well-being, resulting in a higher probability of misfits employed in organizations. People are becoming more linked across the world as a result of digital technologies. In most countries, online shopping has become more popular. The truth is that innovative digital technology has become a requirement rather than an option. The adoption of innovative technologies by various sectors helped them to survive during the pandemic to a greater extent. Gamification has been one of the most critical and innovative technological developments. Gamification is the method of adding game-like features to a service in order to support users' overall value development (Huotari & Hamari, 2012). Gamification's main goal is to encourage desired user activity. Understanding psychology theories is a necessary and unavoidable building block in the development of good gamification since motivation and behavior are explored in psychology. Gamification may be encompassed in a variety of situations from the past years. They include topics such as business, fitness, well-being, productivity, learning, and development, sports, finances, entertainment, crowdsourcing, etc., to name a few. We also see gamification strategies that are more organized around concepts of intrinsic motivation instead of just driven by external influences in early 2019.

Key Terms in this Chapter

Community: A group of people who have a common interest, purpose, or objective and who learn to acquaint themselves with one another over time through a gamified information system.

Game Mechanics: Game mechanics are made up of rules and feedback loops that are designed to emulate the fun that is derived from traditional forms of game playing. They are the building elements that can be used to gamify any context that isn't a game.

Leaderboards: The purpose of a leaderboard is to make simple comparisons. It is an ordered list with a score beside each user's name. It is also used a form of ranking system in gamified systems.

Badges: Badges are a great method for a gamified system to socially promote the product offerings of a gamified service. Badges can indicate goal completion and consistent play advancement inside the system.

Virtual Currency: Virtual currency is a sort of digital currency, although it may not necessarily have all of the properties of real money. In the context of gamification, virtual currency refers to both non-standard virtual money used while playing the game and a money point system with some monetary worth.

Gamified Health Behaviour Change Support Systems (HBCSS): A gamified HBCSS is one which incorporates gamification features into an information system that provides users with tools to modify and change their health related behavior to achieve the desired health related outcomes.

Levels: Levels are used to show progress in most games, though they are not always used in this way. Levels are a way for players to keep track of where they are in a game over time.

Points: Points refer to a quantifiable value gained by the user of a gamified information system for completing specific tasks. Designers of gamified systems must value and track every move that the players make, even if the scores are only accessible to the designer. It allows the designer to see how players interact with the system, plan for results, and make adjustments as needed.

Engagement: Engagement is a desirable, if not necessary, user response to information system mediated stimuli or tasks. When an information system captivates and holds a user's attention and interest, he is said to be engaged.

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