Augmented Gamification To “Gamixfication” Reality, Lets Gamixfication Now
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Abstract
Augment Reality +Virtual reality +Gamification- Gamixfication Reality, as we are all aware, gamification has played a significant role over the last few decades and continues to raise eyebrows when it comes to motivating and engaging customers and learners across various platforms. Gamification has taken off thanks to augmented reality's immersive user experience for both learners and customers. As technology advances, so do we; in order to keep up with the most recent trends, we have adopted the new age digital generation framework and techniques. A new term, Gamixfication Reality, was coined by researcher and game designer Deepak Sharma by blending the terms "gamification" and "mixed reality." The aim is to investigate and describe the origins of gamixfication, give an introduction to the term used, and emphasize its characteristics and objectives. Gamixfication Reality's features and purpose are intended to describe its capabilities. Describe how it differs from conventional gamification techniques and how it is unique. Author surveyed more than 200 individual participants to see whether gamixfication had any impact on existing systems and to explain how it differs from typical gamification tactics. Discuss the functionality of Gamixfication Reality and its advantages for enhancing productivity, efficiency, and user experience. The Paper also aims to discuss the impact and implication of Gamixfication Reality on the learners as a whole. What will be the Limitations and future scope of Gamixfication Reality.