Gamification of the Workplace

Last week I spoke about the gamification of classrooms.

The article talks of the overall gaming tendencies and the way people will spend a whole lot of time, money and actual effort playing games. At work, people are basically bribed to perform repetitive tasks, but don’t have any trouble spending hours building up their personalities in online role playing games, meticulously caring for their crops on farms that are virtual, chasing high scores and chasing the tops of leader boards. Management gurus have exploited this power and set up some of gaming’s fundamental elements such as badges, degrees and leader boards to offices.

However, the report argues several things. Primarily, components such as rewards (money), leader boards and employee of the month contests have been around for quite a long time. They refer to arguments which state gamification is only a cunning method of harnessing human psychology to create a profit (akin to betting). Another argument against gamification is that individuals may shortly become tired of this trivial, faddish interpretation of gamification and see it as patronising. Others argue that workers may become cynical of ways of fostering productivity which price their business nothing and that enjoying work in itself, with no need for a benefit is the best motivation.

These arguments are completely legal. But they are valid for the easy, shallow kind of gamification that the guide is addressing. The overall sense I’m referring to is using gaming principles such as badges and amounts to track and promote good behavior and success (productivity).

I do think that competitions and badges have their place. They may be powerfully motivating. Further than this, I believe the major problem is that the changes produced are short term and shallow. By this, I mean that they might encourage productivity and competition. However, to work long term, the workers’ interest would need to be sustained. There are some men and women that are simply not aggressive and many others who would wonder why they ought to work harder to get a badge and not a bonus or a promotion.

Gamification should be wealthier than this. There’s a good deal more to World of Warcraft than simply gaining accomplishments. Granted, you can’t turn work fully to a game, but let’s just revisit the definition of gamification. It entails taking game principles and utilizing them in non-games. At work, this could entail making more use of games based learning. By way of instance, training is a excellent way of bringing games to the office. Tailor made training games may involve complicated challenges that result in significant rewards: deep, durable learning. These can have a real influence on the organisation and don’t just involve training vocational skills. They may also be used to decrease silo thinking and increase cooperation, improving creativity, innovation and reducing wastage (and, then, money). Some games may also train workers to be more environmentally friendly, which is great for both the CSR department and the Finance department.

Making daily working life resemble a match is also the way many offices appear to be going. They consider that this environment is ideal for generating innovation and creativity. Some offices have aerobics sessions in the morning to wake up people and little logic puzzles to get the mind going. These are already terrific method of getting short fun and games in the working day. What about doing a degree / assignment of a match to get your mind going? These can be done in groups or in an entire office level, which would incorporate team building into everyday life, in an enjoyable way.

Gamification is young; hence it seems churlish to correct it off as a fad. I’ve seen several figures that indicate gamification is on the upswing and will be among the most significant trends in the business world concerning worker (and client) engagement. I believe that, to work, gamification has to be given a bit more credit and has to be more wealthy than it is now understood to be. Gamification could be a powerful tool and I believe that it could be large, if properly utilised.

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