More Than Five Links: Gamification - by John Sumser - HRExaminer

Deloitte listed Gamification as one of its key tech trends in 2012.

Gamification Resources (More Than Five Links)

  • Deloitte: Gamification
    Deloitte listed Gamification as one of its key tech trends in 2012. They talk about the ability to solve business problems in game environments.
    There’s a video and a white paper. “Gamification allows for the more rapid solving of problems”
  • Economic and Cognitive Principles of Gamification
    Very short presentation that identifies key principles:
    Goal Setting, Status/Affirmation, Reputation, Norms of Reciprocity, Deadlines, Scarcity, Reinforcement, Loss Aversion, Set Completion.
  • The Engagement Economy
    This short paper from Deloitte gets quickly to the heart of the matter. “Gamification is about taking the essence of games—fun, play, transparency, design and challenge—and applying it to real-world objectives rather than pure entertainment. In a business setting, that means designing solutions for everything from office tasks and training to marketing or direct customer interaction by combining the thinking of a business manager with the creativity and tools of a game designer.”
  • Enterprise Gamification: How Gamification will Make the Social, Collaborative Dream a Reality
    “our existing enterprise business culture and its processes and technology have ill-equipped us for supporting the kind of ad hoc collaboration that we need in order to take business efficiency and effectiveness to the next level. Nor are we able to use new social media and collaboration tools to force fit this requirement into the enterprise. Why? Because, fundamentally, we don’t know how to collaborate in this wild world of unstructured, ad hoc, highly interactive, always-on and highly virtual people-to-people-to-enterprise connectivity.”
  • Enterprise Gamification: Will It Drive Better Business Performance?
    Dion Hinchcliffe is one of the most important voices in the world of large company software. Here he examines gamification. “Gamification has the potential to greatly optimize the way humans are connected to and go about their work. Like social media, and usually closely integrated with it, gamification is an emerging new field that’s still difficult to broach in many management circles because of its perception that it’s not an appropriate or serious enough business topic. Yet a growing number of impressive outcomes as well as a burgeoning set of supporting tools and technologies are making it increasingly likely that gamification will find its way into a workplace near you over the next couple of years.”
  • Gamification and Its Discontents
    Great presentation that illuminates some unintended consequences of gamification.
  • Gamification: How Effective Is It?
    Research based presentation on the use of game mechanics in business. Marketing focused. Good for workplace insights.
  • Gartner Predicts Over 70 Percent of Global 2000 Organisations Will Have at Least One Gamified Application by 2014
  • How to Use Gamification For Better Business Results
    Makes the often repeated point that much of gamification ought to be called ‘pointsification’.
    “In a nutsheel, gamified systems must:
    1. Give users motivation to do something (emotional investment, promise of reward, etc.).
    2.The ability to complete the action.
    3.And finally, a trigger or cue to complete the action
  • Internal Enterprise Gamification
    Short article that focuses on the use of gamification as a way of getting the message communicated in onboarding, technical training, training for policy and compliance.
  • Principles of Gamification
    This article covers gamification as a marketing technique. It includes a design guide.
    “Like many other types of marketing, gamification seeks to work by altering and changing the behavior of the consumer. Television adverts have been doing this for decades now, but through the use of meta games and actual participation, the ability to change consumer behavior has allowed for unlimited opportunities. Through a number of clever concepts, gamification works by enticing consumers to behave in a certain way with regard to the product or brand the meta games are related to. By engaging consumers repeatedly, and thus on a long term basis, it helps increase product loyalty which in turn helps elevate the success of a product or brand.”
  • Quora: Gamification
    A list of all of the conversations on the subject in Quopra. Best single place to stay abreast
  • The Rules of Gamification
    From Razorfish. The key ‘lenses’ for gamification are: Challenge, Recognition, Tracking, Competition and Cooperation.
  • Quick Gamification Tutorial
    Quick presentation that positions gamification as a way to make things fun.
    “Gamification is the process of using game thinking and game mechanics to solve problems and engage users.”
  • Unconvinced About Gamification
    “The idea behind gamification is to adopt some of the aspects of games – especially online games – into enterprise applications in order to teach people how to use them, increase user adoption and/or increase engagement. Sarrell defines gamification as, “The use of game mechanics in non-gaming applications, products, and services.”  It is not, he notes, “simply a cosmetic add-on to an existing business process.”
  • Which Principles of Gamification Could Be USed To Improve Governement?
    This quora conversation illuminates a number of principles very clearly.

Case Studies

  • How Three Businesses Scored Big With Gamification
    These examples are all about using gamification to improve the productivity of websites. It’s not pure business process stuff but presents a set of ideas that would be particularly useful in things that are executed on line like referral programs and other aspects of recruiting.
  • Target Gamifies Cashiering
    One of the most frequently cited examples is the Target cash register gamification process which resulted in higher productivity and quality on the front lines.
    - This article examines whether or not age/demographics plays a part in an employee’s sense that the Target Game is actually a game
  • Top 10 Gamification Executions
    Consumer facing engagement examples.

Vendors

 
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