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04<br />

GET<br />

INVOLVED<br />

SOCIAL PLAY<br />

Gamification, the application of gaming principles to non-game<br />

situations, is one of the most effective approaches for improving<br />

engagement. It does this with the intention of motivating,<br />

modifying, or rewarding distinct behaviours. Utilising gamification,<br />

university campus’ can entice students to engage with and<br />

influence the activities around them.<br />

Get viewers to vote on certain activities and products so as to<br />

gauge popular products amongst student to generate more sales<br />

around campus amenities.<br />

Allow local companies to offer sales opportunities on the boards<br />

at certain times, and reward students for getting involved in<br />

campus activities.

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