A game industry that rotates the world

By Louise Blas - Loading & Prospective Watch in Plaine Images

In more than one way, 2024 will have been a pivotal year. This year especially more than ever, gamification has gained momentum that it turns into a real digital transformation strategy. The traditional boundaries between video games and other sectors are increasingly erased, with actors traditionally far from gaming, who have taken hold of these undifferentities of diversification of shameless income.

Gamification is everywhere

Let us observe for a moment the choices made by certain big names in the technology and services sector: Linkedin launched several games in order to " arouse conversations and a friendly competition between professionals around the world ", modifying its interface for the occasion. For its part, the New York Times, a American newspaper to be referenced to the 130 Pulitzer prizes, garnered massive gains thanks to its casual games . We even see a flowering economy of games that woven to those of the NYT , but in a Limited version (the newspaper offering one "grid" per day and per game): "You don't have to invent a new game. In fact, it's better if you don't ”. Another particularly revealing indicator: Netflix which continues to invest in its game division, despite some turbulence .

The perception of the game has changed

What seems to have changed fundamentally is the very perception of the game. No more considered as a simple form of entertainment, the game has become a tool for engagement, connection and motivation, capable of bringing together communities.

But gamification is not a miracle solution: the success of such an approach is above all based on organic integration, respectful of the user experience and aligned with the DNA of each platform. The code is not entirely cracked.

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