A New Approach to Gamification

What if we could learn and work while playing video games?

With MEG, we can.

Module-Embedded Gameplay (MEG) is a framework in which structured task modules — educational, professional, or otherwise — are integrated into the gameplay loops of video games.

To learn more about MEG in the context of education, please visit this link:

John Winkler

Educational Game Designer

MEG for Education

Using MEG for education, students play video games as they normally would. At certain points during gameplay, they encounter educational questions or tasks.

Students complete the questions and/or tasks to earn in-game rewards. After earning the rewards, students go back to normal gameplay. This process repeats. Students play the games and periodically answer questions or complete educational tasks to earn benefits.

Below are my predictions about how Module-Embedded Gameplay (MEG) could transform gamification.

Because many K–12 students already enjoy playing video games, MEG has the potential to become a powerful new way for students to learn and practice academic material. By embedding educational modules directly into gameplay, students could engage with school content while enjoying video games.

Once a MEG platform is created, game developers may begin integrating it into their games. In many cases, MEG may be added to existing games through modifications (mods). This approach could allow educational gameplay to be integrated into popular titles without requiring entirely new games to be developed. At the same time, some developers may choose to design new games specifically built around MEG integration.

Game development teams of all sizes may start to implement MEG. Independent developers, amateur modders, educators, and students may also play an important role in integrating MEG into games.

Initially, MEG platforms may focus primarily on gamifying education. If successful, MEG could have a significant positive impact on learning. Students will be able to practice academic material while playing engaging games.

Over time, the lessons learned from gamifying education could also be applied to other domains. In particular, MEG may eventually be used to gamify aspects of work and professional tasks.

A MEG platform designed for work would function similarly to a MEG platform designed for education. The main difference would be that the modules contain professional tasks rather than educational tasks. Users would play video games and earn game benefits for completing work tasks.

Predictions for the Future of MEG

MEG for Work

To learn more about MEG in the context of work, please visit this link:

Gamifying Work with MEG

Contact: joooohn4@gmail.com

I'm passionate about combining education and gaming.

MPA Capstone paper

This site focuses on the gamification of education.

One sentence summary - Students answer questions to gain in-game benefits

Modularly Embedded Gamification - MEG

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