Gamification is a term used to describe the implementation of game mechanics and techniques into areas and industries outside of gaming. In essence, it is the concept of using game features to entice participation - similar to how video games are so great at holding people's attention. Because this in partial works off the predispositions of human nature, it is a concept that is gaining widespread attention throughout the world. Many businesses are beginning to capitalize on gamification and it's application into the workforce by adding points, working against odds, setting goals and rewards as well as transforming weaker links of social media into more powerful networks.
Gamification came to be from the natural implementation of game mechanics and techniques into video games over the past four to five decades. Game developers would implement problems and require the player to determine the solution, and although this may not seem significant alone, developers continued to make new types of problems and solutions using innovative game mechanics, themes, etc. resulting in a wide range of video games from Nintendo's Super Mario to Metal Gear Solid, Battlefield 3 and Portal.
Author of 'Reality is Broken', Jane McGonigal writes in her book that we should leverage game mechanics and techniques to work on the social challenges of our time. She states there are four basic traits for any game:
1.a goal
2.clear rules
3.a feedback system
4.voluntary participation
She believes these four traits can be applied to any challenge, and are not exclusive to video games.
When looking at the work place in the modern age, the first three of the traits seem to be well-mastered. Organizations have experience with goal-setting, defining clear rules and feedback. But a significant problem stems from the voluntary participation of work. Except for some fortunate souls, work tends to feel like work and not necessarily voluntary. This is a crucial divider of games from work or other challenges in that games are fun, engaging and voluntary. So the concept of gamification in the workplace needs special emphasis on finding out how to align personal passion and commitment to work, and how to retain that relationship so it feels less like the daily grind.
There is a limit though, and it should not be overdone. However gamification is a process and we should embrace it and learn from it as we experience its emergence into our every day lives.
Gamification came to be from the natural implementation of game mechanics and techniques into video games over the past four to five decades. Game developers would implement problems and require the player to determine the solution, and although this may not seem significant alone, developers continued to make new types of problems and solutions using innovative game mechanics, themes, etc. resulting in a wide range of video games from Nintendo's Super Mario to Metal Gear Solid, Battlefield 3 and Portal.
Author of 'Reality is Broken', Jane McGonigal writes in her book that we should leverage game mechanics and techniques to work on the social challenges of our time. She states there are four basic traits for any game:
1.a goal
2.clear rules
3.a feedback system
4.voluntary participation
She believes these four traits can be applied to any challenge, and are not exclusive to video games.
When looking at the work place in the modern age, the first three of the traits seem to be well-mastered. Organizations have experience with goal-setting, defining clear rules and feedback. But a significant problem stems from the voluntary participation of work. Except for some fortunate souls, work tends to feel like work and not necessarily voluntary. This is a crucial divider of games from work or other challenges in that games are fun, engaging and voluntary. So the concept of gamification in the workplace needs special emphasis on finding out how to align personal passion and commitment to work, and how to retain that relationship so it feels less like the daily grind.
There is a limit though, and it should not be overdone. However gamification is a process and we should embrace it and learn from it as we experience its emergence into our every day lives.
Learning in Gaming - An educational approach to video games.
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