Generally, games are inherently competitions and contests.
However, they are not necessarily always competitive.
There are also puzzles and single-player games.

The term “gamification” here is defined as a foundation for producing certain results according to certain rules and procedures. In other words, it refers to a simulation model.

Games have objectives.
The user interface is designed according to the objectives.
Requirements are defined according to the objectives. The objectives also serve as the purpose.
Games have initial settings (such as prerequisites and time limits). Initial settings are based on the requirements definition.
Games have rules and fields.
Games have structures.
Games have players.
Games have opponents (in single-player games, the player themselves becomes the opponent). Opponents are not limited to humans. Here, the presence of AI becomes important. In shogi, there have been matches between AIs. In business analysis and economic analysis, AI becomes the opponent.
The start and end are clear (initial scene, start scene, end scene). Results are displayed each time.
Games have goals set. Fields are specified.
A field is a space defined by specific laws and rules (scene).
Actions are restricted in games. Procedures are determined in games (algorithms are set).
Games have scenarios.
Games have pre-set criteria for evaluating results (scores, points).
Games have final evaluations (such as wins and losses, score aggregation).

First, define the user interface.

One way is to create a virtual section and reproduce real scenes there.
Another way is to construct a cockpit-like space and meterize the main indicators for operation. Alternatively, assume some field or space, build a model on it, and make it operable on the scene.

When one area is operated, how do the others respond?


The important aspects are operability and visibility,
allowing the user to operate and view the system on the spot. Additionally, the layout should enable the user to see unexpected areas and the overall picture at a glance.

The user can operate it themselves.
Operation is easy (control devices like joysticks and buttons are set up).
There is a story (the story is pre-set). Multiple scenes, screens, and settings are configured according to the story (for example, in business analysis, the year is divided into twelve months, and twelve scenes are set up). It is set visually rather than quantitatively (instruments, maps, etc.).
Immediate operability, allowing operation on the spot.
The situation is compactly understood on one screen, with all elements moving in sync and visible simultaneously. If necessary, it can jump to sub-screens (for business analysis, sub-screens for sales and funds can be set up).

The key point of business analysis is budget vs. actual management.

Budget vs. actual management involves comparing goals with results and outcomes. Set a budget, compare it with actual results, make adjustments, and set revised plans.


The key is that it can be easily operated and the results can be seen immediately on the spot. For this, scene and screen settings, as well as a storyline, are essential. Instead of just looking at tables and getting explanations, it should allow users to try things out themselves on the spot.