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Mobile Apps

Gamification in Mobile Apps

Restored from the Empower Network archive (2011–2017), lightly edited to meet our current advertising standards. Views are the original author’s.

When it comes to mobile apps, the most download mobile apps are the ones that keep users engaged. Even though apps can do many useful things, like give directions or set up a schedule, they still mostly remain popular for their entertainment capacity. That’s why there will always be a market for apps that include games. In order to get users on the other apps, they must have an element of fun to them.

 Gamification in Mobile Apps (Source: matmi.com)

Unfortunately, an app only has a shelf life of 3 months after being downloaded. Considering that, it’s important that new apps to be developed that keep users engaged and offer value.

The process of gamification is a way to do this. In gamification, an ordinary, boring, responsible app becomes an app that’s fun and useful. By incorporating game mechanics into a standard design, the developers make an app that is both useful and engaging.

The process of gamification is actually focused on psychology. Most people desire a certain level of competition, achievement, status, self-expression, altruism, and closure. Gamified apps fulfill these needs in a number of ways.

Gamification takes a standard task and turns it into a competition through interaction. One excellent example of this is the highly downloaded Fango Mobile App. This app is actually designed to market to an audience. It allows users to check in, and then watch shows and interact with other users while watching. They can participate in polls, quizzes and competitions. They can even use it with Twitter and Facebook.

 Fango – Gamification in Mobile Apps (Source: au.advertising.yahoo.com)

This app currently has around 200,000 downloads and is still growing. This is 200,000+ viewers that this network can market to, and it was as easy as developing a simple app.

Approximately 70% of Fortune 2000 companies use gamification in their apps or plan to in the future. This is because it’s a marketing idea that works. Users who enjoy an app will use it long term, allowing the developers a low cost marketing stream.

Gamification doesn’t just work in marketing apps either. It can be used in education, like with interactive tutorials and it can be used in managing day to day schedules. The main components of a gamified app are;

1. They are simple and easy to use.

2. They have some kind of goal or deadline

3. There is a rewards system.

4. They can interact with other users.

These components will guarantee a successful app, as long as the app is engaging. Fango’s app works because it encompasses all of this. They have a forum for interacting. The system is easy to use and the users can earn badges and level up. The Fango system works because it keeps users engaged.

Virtually any app can be gamified. This gamification is a great way to market to an audience. It can be used in any business and any industry. Even better, mobile apps are relatively cheap to develop. The right app can make a business go viral on the internet. With social media markets being some of the largest selling markets in the world, you can’t afford not to take a shot at gamification.

P.S. I’ve been part of this new gamified mobile app project where you can get rewarded & compensated for using & sharing the apps. Send me a private message at ashin922@gmail.com if you want to get more information about it.

To Your Success,
Andrew Shin

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