Gamification is the use of game thinking and game
mechanics in non-game contexts to engage users in solving problems. Gamification techniques strive to leverage people's
natural desires for competition, achievement, status, self-expression, altruism, closure. Gamification has been widely
applied in marketing. Over 70% of Forbes Global 2000 companies surveyed in 2013 said they planned to use gamification for
the purposes of marketing and customer retention. Gamification is applicable to increasing engagement on sites built on social
network services. In context with the Heart Beacon Cycle HBC, the HBC is predicated on tracking individual users, sensors,
platforms when joined into a group or federation that is analogous to a multiplayer game environment designed to feature team
cooperation. Gamification involves data aggregation -- aggregation being one of the functions of the Heart Beacon Cycle's
federation gateway where the cyclic, reliable and predictable nature of gathering data tagged by <user> <platform>
<Org_ID> (team) and resources <URN> available to teams participating in a massive multiplayer game is synergistic.
Gamification / Heart Beacon Cycle synergy. The HBC as a procedural
template that guides users (gamers) having joined a massive, multiplayer online game / federated trade arbitrage group (s)
where the game represents life on planet earth / life's game (s) .. seems to make sense in my humble, Orange Vest Man's opinion.