What is gamification?


Gamification refers to the application of game mechanics and elements in non-game contexts to increase user motivation and engagement. The goal is to make users find a task or activity more rewarding and enjoyable. Gamification can be used in many areas, for example, education, health promotion, marketing, or employee motivation in companies.

Gamification elements can be, for example:

  • Scoring and ranking systems that encourage users to complete certain activities.
  • Challenges and quests that encourage users to achieve certain goals.
  • Rewards such as virtual trophies or awards that encourage users to complete certain achievements.

Gamification can help users stick with an activity longer and become more engaged. However, it can also be criticized because it may contain manipulative elements that entice users to do certain things that they might not do voluntarily. It is therefore important to plan and implement gamification carefully to ensure it is positive and not manipulative.


Gamification at the trade show booth


Gamification can be used at a trade show stand to increase the attention and engagement of visitors. By using game mechanics and elements, visitors can be motivated to spend more time looking at the offerings and products and actively engage with the company.

Gamification at the stand can also help visitors stay longer at the stand and engage in conversations with staff. It can also help visitors remember the company and its offerings, and perhaps even buy them later. But at this point, once again. From a marketing perspective, it is important that gamification elements are carefully planned and implemented to ensure that they have a positive impact and are not perceived as manipulative.


Gamification and interactive touch displays in combination


Using gamification elements in combination with interactive touch displays can further motivate visitors to engage with the company’s offerings and products for longer.

Examples of gamification elements that can be used in combination with interactive touch displays at the trade show booth are:

  • Quiz games in which visitors have to answer questions about the company or its products.
  • Mini-games in which visitors have to solve certain tasks in order to win.
  • Augmented reality (AR) applications, where visitors can unlock additional information or interactive content by scanning QR codes or holding their smartphone in front of certain images.

Interactive touch displays can also be used to inform visitors about the company and its products. For example, information videos, 3D models or product demos can be integrated for this purpose.

Gamification elements should be tailored to the target audience and match the company’s offerings and products.


How can AppSCREEN – XXL Tablet System support this?


As the name suggests, AppSCREEN® is based on Android and apps. More precisely, it is a native tablet, only bigger. The advantage of a giant tablet is that young and old have it with them in the format of a smartphone and are used to dealing with apps and app systems. An app interface has an implicit effect. The potential user automatically assumes a touch display.

The functionalities also correspond to a standard tablet. You can work as usual with interfaces like WLAN, Bluetooth, USB, HDMI and have access to the Google PlayStore. And thus also to about 2.6 million apps. This can be the company’s own -maintained- enterprise app. But games can also be used specifically. We have programmed a memory quiz and a slot machine for this purpose. But also spontaneously e.g. a wheel of fortune, chat apps, social media apps or just a Witheboard can be downloaded to present something effectively on a display size between 46″ and 49″.

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