Gamification is the technique of introducing game aspects into non-game environments to boost engagement, such as a website, online community, learning management system, or a company's intranet. Gamification encourages customers, employees, and collaborators to cooperate, share, and communicate by involving them in the process. Gamification as a marketing technique can be used as an extension to current marketing strategies like loyalty programs, contests and coupon promotions by adding elements of game mechanics. Gamification uses concepts from game design, where people’s behaviors change when they engage with digital content in a game-like environment.
Product | Free Trial | Starting Price | Spot Score | Rating | Actions |
---|---|---|---|---|---|
Edmodo | - | 9.8 | 3.9 | Visit Website | |
TalentLMS | $69, Billed Yearly | 9.8 | 4.1 | Visit Website | |
ClickUp | $5, Billed Yearly | 9.8 | 4.4 | Visit Website | |
Schoology | - | 9.7 | 4.4 | Visit Website | |
Brightspace | - | 9.7 | 4.1 | Visit Website | |
Canvas LMS | - | 9.5 | 4.4 | Visit Website | |
Moodle | $120, | 9.5 | 4.2 | Visit Website | |
MeisterTask | $6.49, | 9.5 | 4.4 | Visit Website | |
Teamphoria | $3, | 9.4 | 4.8 | Visit Website | |
Tovuti | $1,325, | 9.4 | 4.7 | Visit Website | |
NEO LMS | - | 9.4 | 4.5 | Visit Website | |
O.C. Tanner | - | 9.3 | 4.8 | Visit Website | |
Advantage Club | - | 9.3 | 4.8 | Visit Website | |
Synergita | $2, | 9.3 | 4.4 | Visit Website | |
Ayoa | - | 9.3 | 4.1 | Visit Website |