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Written by Mario Herger
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Friday, 13 July 2012 18:02 |
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Recently, at the Gamification Summit in San Francisco, I met Brady Wicken from the consulting company Slalom Consulting. And lo and behold, while during my full day gamification workshop showing a fun example of how you can mash time recording with the block game Tetris, Brady mentioned a gamified version of a time recording system that they had implemented in their organization. I simply let Brady speak about the motivation to use a gamification approach for that system:
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Written by Mario Herger
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Friday, 13 July 2012 17:29 |
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Project Management is one of these management tasks that beg for being gamified. Tasks need to be completed in time, team members collaborate, and issues raised in time so that they don't come as a big surprise for everyone. Surprisingly though, not many gamified solutions are available for project management. One of them is PropsToYou.
Instead of going the overly simplistic route of introducing leaderboards, points and badges to nudge team members to engage better with the project management system, Alden Gannon and team from Six Fish choose the way more advanced path to reward mastery and collaboration. While the project management system PropsToYou still has points and badges, they are reflecting the personal best of team members and not how each members fares in comparison to others. Alden makes the case for following Dan Pink's advice in the author's best selling book Drive to use Motivation 3.0 to make rewards count and not corrupt the intrinsic motivation in his two recent articles Part 1: Rethinking Engagement and Achievement Inside the Enterprise and Part 2: Toward Gamifying Mastery. |
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Friday, 13 July 2012 00:00 |
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In my previous article Rethinking Engagement and Achievement Inside the Enterprise, I outlined a few of the challenges that incumbent gamification platforms face as they move from marketing tools to enterprise productivity solutions. Inside the workplace, teams need to depend on the authenticity of awards if they are going to base vital processes like performance reviews on them, they’re loath to set teammates or teams against each other for a reward of any consequence, and they already have plenty of carrot/stick motivators. They’re searching for something more.
Workplace studies and behavior science show quite clearly what that “something more” is. We long for real achievements at work, and recognition for them. We long for flow states -- where concentration is so effortless and creative that you lose all sense of time. We long for mastery -- that 10,000 hour goal that you keep chipping away at through breakthroughs and endless roadblocks. This is the realm of true satisfaction with work and the source of its intrinsic motivation. Having just read the advice of a noted gamification specialist that “you can’t over-reward the player in the first 10 minutes” to keep them engaged, it seems like we’re talking about two completely different worlds: instant gratification vs. true mastery. |
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Tuesday, 10 July 2012 18:19 |
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We find ourselves at a pivotal moment in the nascent history of enterprise gamification. On the heels of driving user engagement in customer-facing web applications, systems like Badgeville and Bunchball are now turning inside the enterprise, applying their motivational approach to enterprise social networks like Yammer and inserting an award layer on established enterprise CRM, sales and HR applications. For the most part, these solutions retain their marketing roots, where the defining metric is engagement. At heart, the customer of the first wave of gamification has been VP Marketing. Marketing concerns include page impressions, engagement and goal funnels -- not only increasing them, but measuring them. Gamification providers are seeking to woo new customers inside the enterprise, most notably product, sales and HR departments. But in our dialog with these new customers they voice common concerns when faced with adopting game-based motivation platforms. |
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Written by Mario Herger
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Tuesday, 10 July 2012 07:22 |
In my role as Senior Innovation Strategist in a Fortune 500 company, I have been facilitating innovation through organizing events, by providing support and infrastructure for innovative communities, and connecting people through the ecosystem. Working with and talking to successful (and unsuccessful) innovators inside and outside the organization, I have seen certain patterns that helped or blocked getting innovation out to the market. Some of the common show-stoppers for making internal innovation successful are
- developers who are unfamiliar with the proper processes that help them to bring their idea into the product portfolio
- Innovative teams that lack certain skill sets, e.g. teams mainly composed of developers and without somebody who can craft a business model
- active or passive resistance from important gatekeepers
- structures that do not a allow flexible realignment of resources
- not-invented-here-syndrom
- and many more…
First and foremost the use of an innovation management platform that helps to keep track and process innovative ideas is a good start. I introduced a number of vendors with a gamified offering of such platforms in a past article. Partly encouraged through such platforms, partly because these organizations are still stuck in a hierarchical thought model, a body of decision makers on what idea deserves to be pursued is established.
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Written by Mario Herger
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Tuesday, 19 June 2012 06:16 |
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Women are earning 0.77 for every dollar that their male counterparts do for the same job in the US. This is the data that the United States Census Bureau gathered in 2009. This gender discrimination in pay for the same work cannot be explained away with differences in experience, skill, occupation, education, or hours worked. Lawmakers and advocate groups have long struggled to close the gap, most recently with the Lily Ledbetter Fair Pay Act from 2009.
With gamification entering the workplace, introducing game mechanics game design into the applications, processes, and work-related activities, there is a likely danger that the gender bias will be increased. While games are played by both men and women, there is a stark difference in what types of games and gamification approaches men and women prefer. Studies have shown that while men prefer games that emphasize competition, mastery, destruction, violence, trial and error, and spatial puzzles (amongst others), women prefer emotion, nurturing, real world connection, learning by example, and dialog and verbal puzzles. In general women represent 42% of all video-gamers, while for mobile and social games women are the majority in the range of 60-70%.
Considering that currently the majority of gamification practitioners are men and that the first examples that were highlighted in the enterprise gamification space tended to be competitive, the question comes what will happen, when – as envisioned – a large number of workplace applications, processes and activities will be gamified? Will there be a bias towards competitive gamification approaches?
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Written by Mario Herger
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Monday, 18 June 2012 18:50 |
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A meeting room that we'd love to have meetings ;-) Go on, vikings and plunder the world!
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Written by Mario Herger
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Monday, 18 June 2012 05:40 |
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Michael Benzing, master student at the International School of Management in Dortmund, has published his master thesis on "The role of Gamification for sustained Consumer Behavior Change." The Master Thesis focuses on the effects Gamification can have on human behavior and motivation. Behavior models have been applied to analyse their contribution for explaining nowadays Gamification success. To conduct the survey international thought leaders from the fields of Gamification, Psychology and Game Design have been interviewed. A summary of results are visible in this table, the full master thesis (in German) is available for download on Michael's website or attached to this article.
Attachments:
| File | Description | File size |
Master Thesis Gamification | The role of Gamification for sustained Consumer Behavior Change | 4891 Kb |
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