It’s the oldest trick in the book when it comes to getting children to clean up after themselves. Toys strewn all about the room, one large toy chest from which they all originated, and about 15 minutes until bedtime. You’d really rather not clean them all up yourself, but asking your kid (or the one you’re babysitting) to clean up after him or herself won’t work.
Until you make it into a contest. Turning “could you pick up all your toys and put them back into your toy box” into “I bet you that I can pick up more toys than you can in the next minute!”
When the kid jumps up, laughs, and begins rapidly snatching up toys and tossing them in the toy box in an effort to beat you at the “game,” you’ve effectively applied gamification tactics to cleaning up a mess. You’ve gamified and, in doing so, you boosted the interest in cleaning up toys from 0 to 60 in about 2.5 seconds.
This is gamification. It’s about bringing elements of games–namely the idea of fun, competitiveness, and ease of use–to outside, non-gaming contexts.
The idea is applied to a wide, wide variety of means both inside and outside of business. Gamifying elements of an otherwise non gaming-related function helps to bring new waves of users and create a more positive, easily-flowing user experience to those who participate.
Take, for example, health and workout apps. Everyone knows how to run, and everyone knows that they should run and the benefits of running–it’s good for your health, it can help you lose weight, stay in shape, regulate your metabolism, etc–but not everyone does run. This is partially due to the fact that a large number of individuals can recognize how it can benefit them, but lack the motivation to get out and actually do it.
Then, almost suddenly, apps like “Zombies, Run!” or “myfitnesspal” come along and gamify the idea of getting out and going for a jog. Suddenly, the more you run, the more points you’re gathering, the further from the horde of zombies you’re getting, and the more supplies for your base camp you’re gathering. Before you even realize it, you wound up jogging for five miles, never once thinking about how tired you were or how boring running can be.
These apps gamify the act of running, and boy do we as human beings living in a technological age love games. We love having fun at work, at school and at home. So why, logically, wouldn’t we bring the idea of gamification–the idea that anything and everything can be fun–outside of just running and cleaning up after ourselves?
Why don’t we bring it to playing the stock market–to making money?
That’s what VERB does. VERB makes investing fun for a generation of people (millennials) who prioritize digitalization making everything enjoyable like their favorite video games. Does VERB work like Angry Birds or Game of War–no, certainly not. VERB works to teach you about the stock market and educates you to help you become a smarter stock trader, giving you the potential to bring in real money by using the app and opening yourself to a future in playing the stock market.
With VERB, you can play, learn, socialize and earn, all within the app. Sign up for the pre-launch waitlist at Verb.world, or learn more about the stock market and business at JeremieSaintVil.com.