educational credentials. Like with all new technologies someone will have found a way of making it a game or gamelike. I am thinking Cryptokitties, which can be bought and traded on the Ethereum platform and if I am not wrong were the first blockchain game or at least the first one that went viral. The gameplay is simple, you buy cats, breed them, collect them and sell them.of the blockchain and using blockchain technology is increasing. I saw it as a good way to reinforce
However, the requests we have seen coming in from blockchain relatedand the kind of they want to create is actually pushing the boat out a lot further with more linked to tangible and intangible .
The blockchain is a technology where multiple parties confirm a transaction instead of just one (your bank for example) and create smart contracts building trust along the way. I wrote about game companies using blockchain to raise funds for their next release and creating tokens that also enhanced your gameplay.
We receive regular enquiries now to assist companies withof their blockchain venture. I read their whitepapers and speak to the project leaders to understand their thinking. The gamification requests, in fact, are typically top notch and thought through, linking it to the likes and motivation of their target markets, for now, is a bit hit and miss. Some understand their target audience well and know what will drive them, others just want to develop what they see as great individually.
I have seen membership organisations, verifying membership activity with tokens. Ideas for a fantasy super league, where the top players receive a percentage of the value in thefor sharing and skill, a bit like on Twitch for example. And then the earning of tokens for positive behaviour in the membership organisation.
I like the blockchain technology for collaborative efforts to achieve something and seeingon the chain in a more visual display. The use of tokens ( created on blockchain) can function in a similar fashion as point systems or collectables in regular games.
My fear for the technology at the moments is that end-users are still a bit wary of using it. It is the privilege of a group of tech-savvy early adopters and I see the vast majority of people not yet ready to adopt this technology.
I hope that gamification efforts can increase adoption and increase participation, part of that is making it enticing to engage and easy to set-up. After that engaging on what truly is of interest to the target audience will remain key as is thealready with most membership or passion focused .