Maryland Budget Game
The Maryland Budget Game allows users to develop their own proposals for balancing the state budget. The game presents different budget options in a range of policy areas, along with background information and factors to consider.
|SWOT Analysis for
Maryland Budget Game
|Strengths• Allows users to develop their own proposals for balancing the state budget.
• The game presents different budget options in a range of policy areas, along with background information and factors to consider.
• Players train in decision-making process.
• 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 connections needed.
|Opportunities• Games can reach and impact far more individuals than a typical classroom intervention. The ability to tap into the masses makes games ideal for content areas related to large-scale social phenomena such as globalization, economics, environmental science, social media, and social innovation
• Instant feedback. Since gamification provides metrics it can be easily seen, as trainer, how a participant is progressing.
• 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
|Threats• 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 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