Gamification
Gamification is the process of adding game-like elements to non-game situations, such as a business process, to make it more engaging and enjoyable. At PSI we seek to add gamification to some of the engagement that we have with final users - consumers (potential or actual patients) or health workers. The reasons that we seek to add gamification for PSI use cases include:
Increased motivation: Gamification can increase user engagement and motivation by making tasks or processes more fun and enjoyable. This can lead to better performance and increased participation.
Better learning outcomes: Gamification can help learners retain information better by making learning more interactive and enjoyable. This can lead to better learning outcomes, especially in educational settings.
Better engagement: Gamification can be used to engage users and increase brand loyalty by making interactions with a brand more fun and rewarding.
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PSI objectives by target audience
There are two primary audiences:
Consumer / direct engagements: improved health outcomes & retention - gamification is used to promote healthy behaviors and habits by making wellness activities more enjoyable.
Workforce / health workers: improved learning outcomes & retencion (TBC)
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Overall, gamification can be a powerful tool for making tasks and processes more enjoyable and engaging, leading to improved outcomes in a variety of contexts.