Gamification — REAL IELTS EXAM TEST 32 — IELTS Test

REAL IELTS EXAM TEST 32

Gamification

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(0:05) Section 4. You will hear a lecturer talking about the use of games techniques in business. (0:13) First you have some time to look at questions 31 to 40 on page 7. (1:10) Now listen carefully and answer questions 31 to 40. (1:18) Today we're going to look at how the phenomenon known as gamification has really exploded in (1:23) recent years.
So what exactly is gamification? It has been defined as the use of games thinking
(1:30) and mechanics in non-game situations, such as for business. Up to now its most common (1:36) function has been marketing. It is extremely popular with big companies but as we'll see (1:41) it also has many other uses.
Gamification techniques work on our natural desire for
(1:47) competition. One way they do this is by providing a reward, for example badges or points or providing (1:55) a type of virtual currency. But don't be fooled into thinking the concept is a novel one.
Just
(2:01) think of the frequent flyer incentive schemes that were initiated by airlines to try and retain (2:06) customers. In fact it's been around for years, however it has become more prolific with advances (2:12) in technology. So how is gamification being used? Well it is seen as an excellent way of obtaining (2:20) almost instantaneous feedback through common social media sites.
However there are other
(2:26) areas where it is increasingly being used, in particular as a means of trying to convince (2:31) people through fun activities to alter their behaviour. Another use is in education or training (2:37) in the workplace, especially when it is just not feasible to train people on the real thing. (2:43) Good examples of this are the aircraft simulators used by pilots or the urban simulators used by (2:49) town planners.
So let's look at a few examples of the successful implementation of gamification.
(3:00) One perhaps surprising use of gamification has been in official campaigns by governments and (3:06) authorities who have quickly seen its potential. In Australia the government developed a smartphone (3:12) app called My Fit Buddy whose aim was to help people get off the sofa and exercise.
(3:18) The app provided plenty of motivational content to ensure people got the encouragement they needed (3:23) to increase their levels of activity. Overseas in one city instead of just punishing the drivers (3:29) caught driving too fast, a local authority conducted a trial where they rewarded good (3:34) drivers with free entries into a draw. The trial was so successful that it resulted in a 22 percent (3:40) reduction in speeding.
Gamification is also playing its part in helping people make healthy choices.
(3:48) In an attempt to get commuters to walk instead of using the escalators in an underground station (3:53) the staircase next to it was transformed into a piano. It had a touchpad underneath which played (4:00) notes as people stepped on it.
When it was in use almost everyone opted to use the stairs instead
(4:07) of the escalator. Another example is a medical research company in Australia. They realised the (4:14) potential of gamification to help the elderly recover much more quickly from accidents.
(4:20) When the elderly fall the most common injury is not to the arm or the leg but to the hand. (4:26) So they took an already popular computer game which involved people smashing fruit (4:31) and adapted it so patients could practice their fine motor skills in a fun way. (4:37) Now there are a number of things to consider when using gamification.
First of all there is no way
(4:43) it can work unless it is fun. In fact without that element it could have the complete opposite effect (4:48) on the consumer. In addition as companies are often obtaining a lot more personal information (4:54) and data on their customers this way they should always be mindful of their legal obligations (4:59) in terms of legislation relating to privacy.
So now it's over to you to think of other examples
(5:06) of gamification that you might have come across. That is the end of section four. (5:15) You now have half a minute to check your answers.

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