The goal of the social network game is to help empower people all over the world to come up with creative solutions to our most urgent social problems
|SWOT Analysis for
|Strengths• Ability to innovate and experiment to creatively solve problems and reach goals.
• Mobile & low-bandwidth version available
• Multi-player online educational game, which uses storytelling, game mechanics, and social networks,
• Has been played in three languages by student groups in over 100 countries over the past seven years.
• Better learning experience
• Instant feedback. Since gamification provides metrics it can be easily seen, as trainer, how a participant is progressing.
• Learning experience is personalized; the learners could evolve in their own rhythm, in a safe way. Gratification system provides an effective, informal learning environment that helps learners practice real life situations and challenges.
|Weaknesses• Applies only to young people and people familiar with technology
• Internet connection is needed.
|Opportunities• Preparing young people to become social innovators who create solutions that address global ‘grand challenges’ (e.g., displacement, hunger, poverty, water scarcity).
• Large-scale Alternate Reality Games can reach and impact far more individuals than a typical classroom intervention. The ability to tap into the masses makes ARGs ideal for content areas related to large-scale social phenomena such as globalization, economics, environmental science, social media, and social innovation
• Support young people in developing an understanding of complex challenges and acquiring 21st century skills (e.g. creativity, collaboration, critical reflection), socio-emotional skills (e.g. curiosity, empathy, generosity), and gain the confidence to experiment, collaborate, and create innovative solutions.
• Push of Videogame Industry: The success of gamification is also driven by the recent growth in the gaming industry and the mass appeal that videogames have in the entertainment arena. - Increasing interest of the academic world: Gamification is receiving an increasing attention by the academic world. Researches aimed at investigating the effects of game elements on users are more and more
• Inclusion of new game elements: Although points, badges and leaderboards are the most common game elements used in gamification, game designers have a huge quantity of components at their disposal, almost unexplored in the gamification practices
|Threats• For performance and security reasons, modern browsers either discourage the use of, or block completely, the Flash Player plug-in. you need to give explicit permission to your browser to run it -Unclear effects on user attitudes and behaviours
• Simplification and limitation of the game elements employed: Some designers believe that limiting its perspective to the use of points, badges and leader boards is the main problem of gamification.
• One size fits all: The spreading of third-part services on the one hand has promoted the adoption of gamification, on the other hand has highlighted the problem of the one size-fits-all approach currently applied to many gamification interventions. This design technique is mainly actualized as a cut and paste methodology, lacking originality not only for the scarce variety of the elements commonly employed, but also for a perspective that is inclined to consider different contexts and different users in the same way.
• Side effects: many researches highlighted that different forms of extrinsic rewards could determine in specific contexts, a detrimental effect on the users’ intrinsic motivation