By 2020, gamification (the use of game mechanics, feedback loops, and rewards to spur interaction and boost engagement, loyalty, fun and/or learning) will not be implemented in most everyday digital activities for most people. [...]
By 2020, there will have been significant advances in the adoption and use of gamification. It will be making waves on the communications scene and will have been implemented in many new ways for education, health, work, and other aspects of human connection and it will play a role in the everyday activities of many of the people who are actively using communications networks in their daily lives.
target year
2020
subject
gamification
share agree
42
share disagree
53
respondents
1021
majority view
disagree
question format
tension_pair
confidence
high
note
The first printed statement is the sceptical one: majority_view 'disagree' means respondents expected widespread gamification by 2020.