How Rewarding Is That?


Don’t feel like proceeding with a mundane task?  Trying to make continued progress on something but need more motivation and incentive?  Deciding which business establishment to patronize as a customer?

Gamification seems a trend or practice embraced by many to integrate fun, excitement, challenge or gratification and reward to various activities.

Gaming tricks and elements such as badges and points, status/level achievements, and virtual currency rewards are being utilized in scenarios ranging from cafes and restaurants, to utilities, households, workplaces and even exercise and weight loss ventures.

As a recent article in the New York Times points out: “at a time when games are becoming ever more realistic, reality is becoming more gamelike.”

Oh, and if simply reading the said article is not quite stimulating enough for you then you can also opt for exploring the article by playing along as a game.
That’s right…BONUS!!

Check out the online article here:  All the World’s a Game, and Business Is a Player.

I think it’s interesting that there is reference to the job/role of “gamification consultant” which I’m thinking is a relatively modern term.  I also didn’t expect the connection of making activities into games to better engage children as a “homeopathic remedy.”

Okay, now excuse me as I go claim some reward points for wrapping up this blog post…

Poignant Video…”Five Extra Years”

Check out this interesting/innovative video by Designed To Move:

Physical activity in daily life has dropped quite a lot in past years.  Technology, electronics, and machines have become huge parts of our daily living–every hour of our days.  What are the consequences and ramifications of this?

The focus and setting for children’s play have changed over the years.  How children commute to and from school or activities have changed.  The amount of time spent sitting and hovering over our computers or other such devices has increased dramatically.

As the Designed to Move website reports:  physical inactivity is a cycle and has compounding costs over a lifetime.

What are two actions to change these concerning trends?

  1. Create early positive experiences for children (where they are playing actively and having fun). 
  2. Integrate physical activity into everyday life.  So move instead of falling for easy sedentary convenience.

Get more info and data on this topic at:

Walking The Walk

Here’s another piece/article about walking:

Americans Do Not Walk The Walk, And That’s A Growing Problem

And if you’re inclined to read more about walking…there’s a book called Wanderlust:  A History of Walking by Rebecca Solnit.  I haven’t read it yet but know of it. The book explores the aesthetic, social, and political histories of walking.