Why gamification works [Part 1]

Candy Crush, a mobile gaming phenomenon, earns its makers, Swedish-based King Games, big money: $250 million in the company’s last declared quarter alone. To date the game has been downloaded an eye-popping 2.7 billion times. My name is Susannah and I have, on occasion, been a Candy Crush addict. This annoying affliction has led me to contemplate the “why” of Candy Crush’s affect on me, and apparently billions of others.

I’ve started a bit of series on the “why” of good digital learning; we’ve explored why VBL (Video Based Learning) works, and last week I pulled out a few examples of good and bad infographics, to understand why the good work, and the bad fail. Building on my curiosity about the way games like Candy Crush affect our minds, I thought we’d take a closer look at gamification.

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