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Introduction

Pokémon go was the first augmented reality game circulated by Niantic in 2016. This was the game
which was avail in the market with the collaboration of Niantic, Nintendo and Pokémon Company for
android and iOS devices. This is the game which uses current location, one can create avatar or use their
own face and can play like they are in real world without any cost. When it was launched it only created
150 species, within four years of time period they generated 600 Pokémon species. In addition, once it
was observed that this game attract people in such a way that before starting any of the work like
watching news, watching tv serials they do physical activity which was playing Pokémon go. And then
people in the streets and while driving they do act like in the game this was one of the major issue that
arise at that time. (Baranowski, 2016).

Pokémon is a franchise which includes video games, comic books, television shows, kid’s
shows and card games, these are the main sources and card games which they portray based
on augmented reality. (Baranowski, 2016). Moreover, these gaming and augmented reality
based games are now becoming part of education and training. Now a days most of the
organization check internal abilities through gaming strategies, there are such games which
check inner abilities of person by making them involve in decision making of different strategies.
Most of the time organization do trainings online thorough software’s and video games like they
are learning physically. Due to continuously changing and improvement in technology gaming
industry shift their games based on augmented reality that people can feel the games like they
are playing themselves. In addition, there are gaming based evaluation system so it becomes
much easier for HR related departments they don’t waste their more time in finalizing the best
person suit for job. They just ask them to play the video games so one who get the highest
score they just select and hire the person. So gaming industry not only achieve a milestone in
attracting the main customers like children and humans but they have also attracted most of the
giant organization that do avail their services. (Sehoon Kim, 2020).

Problems
The main problems which were identified in letting go Pokémon down are given below.

Consumption of mobile battery was high.


As this was wholly and solely augmented reality based game and due to high graphics battery becomes
low immediately, one of the main reason because most of the time we don’t play such games due to
load shedding and other problems we save our mobile battery to do other works rather than playing
game. Battery becomes down due to one has to open the camera, gps locations to feel like you are
playing in real world.

This game causes deaths.


It was written in report that due to continuously playing this game a boy was playing game while driving
and car was crashed, due to his whole focus was on the game. This news brings and woke up all social
media platforms and then they started campaign to ban on this game. Moreover, car crash was not only
problem but while walking on the roads they were playing games which also cause accidents major and
minor. While the strategy of gamification helps and assist new users in using the mobile applications.
Paying full concentration towards game.
This was also one of the reason which brings Pokémon down, people and most of the students don’t
concentrate on studies they were playing only Pokémon. As this game was so much addictive
people were giving proper time even they missed their lunch and dinners because they were
deeply involved in the game. So, this games brings huge changes in deliberately life, the moods
were changing according to the game at that intense level game was the molding the behavior
of people.

Change in game.
Game display was same, they were not changing the graphics, people were become bored
while playing this in the same locations, and maps were same so this was another main reason
which brings down this game. Because change is necessary, until and unless you are not
adding additional functions to your any of the game or company it will not give you profits in long
run. So, gamification strategy was also failed.

Gamification strategy
Gamification is molding the internal motivation by the technology, this is based on the game makers
how much they are using technology to attract the customers towards game. In addition, this is
technology in which game makers has to show relevancy while playing games, they could affiliate it with
education, training, shopping, battle and health. Strategy helps most of the time in business when they
are recruiting they launch such games which automatically dictate this person is right of the job,
trainings are also based on the gamification strategy. (Sehoon Kim, 2020).

Gamification not only help in making games or something that additional values in the game but it helps
in creating positive attitude which is related to external environment like fun, which will leads to attract
more people in the game.

In Pokémon go game gamification strategy was correctly embedded which was health, that
people should be motivated to walk rather than eating and sleeping. But they were not changing
according to the situation people were bored while playing in the same situations. Functions
were not fully working everyone can cheat easily, the security system was not so much
upgraded as according to the system and situation one has to bring change but they did not this
is the reason they can fill the gaps by bringing change in system otherwise competitor may
launch such games with upgraded version so people will shift to rather than stuck on this game.
As this is era of competition organization should be proactive rather than reactive. In proactive
people may stuck on your app but in reactive they will and they can shift to other competitor.
Because they need more fun and upgraded system every time one cannot play same thing,
customers are king organization must bring changes according to the moods of customers.

Plan of action, steps and time span


There are six steps of designing gamification process.

Learning outcomes
In the very first step Pokémon go has to define the learning outcomes which will learned by
customers by playing game. What are the embedded benefits to the customers this is wholly
and solely defined in game. There are measurable learning outcomes that convey meaning like
Pokémon go was created to start walking. The main learning outcomes of the game is people
will be addicted to walking when they will play this game.

Big idea
There should be big idea behind the game, like what are the hidden motives to play this game. Idea can
be a challenge or theme for game. Pokémon go is versatile game with more benefits rather than
problems.

Story of the game


After first two steps there should be whole story defined for the game players and where they can fail,
where they can learn different activities this should be whole written as one can easily get awareness
about the game playing. So all the climax like ups and downs of the game should be written properly.

Learning activities
What will be the learning activities while playing the game, this is the main theme of gamification
process. Augmented reality based games have the sole purpose of different learning activities at
different points.

Build the team


Either game possess the option of playing single match or in group, augmented reality games are multi-
functional games. One can play solo if he want and he can play in groups like Pokémon is the game in
which one group can play even they can be friends. With this social distance will be maintained
and one cannot feel boring.

Add game dynamics


Every game possess different types of dynamics so does Pokémon it has competition, motivation to
play, levels to achieve, challenge, rewards and freedom so these are different dynamics that
attract different people to play the game.

Key messages
Employee engagement
Employee trainings and abilities can be measured by playing these games, because there are
scenarios which are reality based that how measure how one is taking decision if company is
facing a threat or opportunity so employee behavior is managed and measured through these
video games.

References
Marache-Francisco, C. and Brangier, E., 2013. Process of gamification. Proceedings of the 6th Centric,
pp.126-131.

Baranowski, T., 2016. Pokémon Go, go, go, gone?.


Kim, S., 2021. How a company’s gamification strategy influences corporate learning: A study based on
gamified MSLP (Mobile social learning platform). Telematics and Informatics, 57, p.101505.

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