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e elements and game design techniques in a non-game-oriented context”. Horst Streck also makes a distinction between serious gaming and gamification. Serious gaming is converting reality into a game and gamification are games in reality. Rutger Teunissen of Fan Minds uses the definition for gamification: “applying game thinking and mechanisms in a uae phone data context that is not game-oriented. In short: applying game elements in research is gamification.”
Everyone plays games now and then, whether they are games you invented yourself when you were younger or computer games. Games are everywhere. Horst Streck shows that gamification is booming. “50% of the internet population plays games and 97% of young people play games,” according to Horst. Rutger Teunissen also shows that gamification is booming. Gartner predicts: “70 percent of Global 2000 organizations will have at least one gamified application by 2014”. However, Gartner expects that 80% of these will fail due to poorly designed games.