SIBM Noida

Gamification for Better User Engagement


A two-day workshop on “Gamification for Better User Engagement” was successfully conducted on 12th and 13th December 2025 with the objective of introducing participants to the concepts, tools, and applications of gamification in learning, marketing, sustainability, and user interaction. The workshop provided an engaging platform for learning through interactive games, simulations, ideation exercises, and collaborative activities.


The workshop focused on demonstrating how game mechanics such as rewards, challenges, competition, storytelling, and feedback can be effectively used to improve user participation, motivation, productivity, and decision-making. Various hands-on activities enabled participants to understand the practical implementation of gamification across multiple domains.

Objectives of the Workshop

The workshop was organized with the following objectives:

  • To understand the role of gamification in enhancing user engagement and productivity.
  • To provide exposure to game-based learning methodologies.
  • To encourage creativity and innovation through gamified activities.
  • To demonstrate applications of gamification in marketing, advertising, and sustainability.
  • To develop problem-solving, teamwork, and strategic thinking abilities among participants.

Workshop Content and Activities

Day 1 – 12 December 2025

The workshop commenced with an introductory session by Prof. Shekhar Trivedi, who explained the fundamentals of gamification, its key principles, and its applications in different sectors. Participants gained an understanding of how game elements can be integrated into real-world systems to improve engagement and learning outcomes.

This was followed by a briefing on the design and development of Mall-o-Mania, where participants learned the process of creating interactive game-based experiences. A multimedia gaming session on Mall-o-Mania helped participants experience gamification in a practical and engaging manner.

A board/card-based game titled “Lollilins” was conducted to demonstrate the gamification of sales mapping. Through this activity, participants explored strategic decision-making and competitive learning using game mechanics.

Post lunch, participants were involved in creating their own card games by converting concepts into gamified formats. This activity encouraged creativity, teamwork, and conceptual understanding.

The final session of the day focused on Carbon Credit: A Trading-Based Game, where participants learned about sustainability and carbon credit systems through a simulation-based gaming activity.

Day 2 – 13 December 2025

The second day began with “Manyas: Gamification of an Advertisement”, where participants explored how gamification techniques can be used in advertising and customer engagement.

An ideation activity was subsequently conducted in which participants developed innovative gamified ideas and presented them using digital tools such as Canva. This session promoted creative thinking and collaborative problem-solving.

The next session focused on Gamification for Lowering Carbon Footprint, where participants worked on gamified dashboard concepts aimed at promoting environmental awareness and sustainable practices.

The workshop concluded with a session on Gamification of Chings for ATL/BTL Promotion, during which participants designed gamified promotional campaigns for marketing applications. The activity provided practical exposure to integrating gamification into advertising and brand engagement strategies.

Outcomes of the Workshop

The workshop successfully achieved its intended objectives. Participants were able to:

  • Understand the principles and applications of gamification.
  • Experience game-based learning through practical activities and simulations.
  • Develop creative and innovative gamified ideas.
  • Apply gamification concepts in marketing, sustainability, and promotional campaigns.
  • Enhance teamwork, communication, and strategic thinking skills.
  • Gain hands-on exposure to designing engaging user experiences.

The workshop received active participation and enthusiastic involvement from attendees, making it an informative and engaging learning experience.

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