Gamification articles, news, and blogs by – Page 1

gamification and generations by gameffective

So, is gamification a generational thing?

When the option of using gamification for workforce engagement became “hot”, most industry pundits explained gamification along generational lines.

The generational argument goes like this:

Employees are disengaged
The Y generation is even more disengaged, having grown up alongside technology and gaming (and having grown up with a strong sense of entitlement)
While other generations can be engaged through their acceptance of hierarchies, focus on competition (or anything else, for that matter), generation Ys (aka Millennials) are unique in their need for “digital” engagement
Therefore, gamification works well for Generation Y.
But in reality workforces are a cross-generational affair – mixing Gen Xers, Millennials and even Baby Boomers. That’s why I often hear a question that makes a lot of sense given the frame of mind described above: “will gamification work to engage all my employees or just work on my Gen Y staff?”. The question is legitimate, but the discussion that frames gamification along generational lines is confusing and not correct.

The short answer is that gamification works across all generations. This article explains how and why.

games enterprise gamification

A Taxonomy of How Enterprises Play

I recently came across an interesting article by researchers from the RMIT University in Australia. The researchers were interested in creating a taxonomy of the enterprise gamification industry. They were interested in understanding how the market understood gamification solutions and in investigating the claim of high failure rates of gamification projects (Gartner 2012 – see what we wrote about that here) in order to identify probable causes and potential solutions. Finally, the researchers felt that as part of the information systems sector, where taxonomies are prevalent, gamification was in need of a taxonomy in order for it to be able to integrate with other similar software in the enterprise.

The researchers came to some really interesting insights. I’ll go over them briefly here, but it’s worth reading the actual article.

predictions and gamification

Making Predictions Improves Performance – the Gamification Angle

The human brain is unbelievably complex, but sometimes we’re able to find simple “hacks” that can really improve our lives. Jane McGonigal wrote about a hack like this a few weeks ago in (it’s an excerpt from her excellent book, SuperBetter). Apparently, attempting to make a prediction about your day is one of the most reliable ways to activate the part of our brain which is responsible for rewards. McGonigal says these predictions can be anything, from how many emails you’ll get in the next hour, to how many red cars you’ll see on the road. Every prediction we make increases the level of dopamine in our brains, and dopamine is the neurochemical responsible for happiness, as well as motivation, learning and desire. This post is about using betting/wagers in an enterprise gamification implementation.

open source gamification by gameffective

Are we there yet: is open source gamification enterprise ready?

Gamification is becoming ubiquitous. It’s used in healthcare apps, social networking sites, and is considered a boon to any eLearning application for any age. It is doing well in the enterprise too; although it has descended from the top of hype cycle (where it was in 2012), demand in 2015 is healthy. Enterprise gamification has come of age. Does this also mean that now is the time when open source gamification can be integrated into the enteprise?

gamification fitness tracker gameffective

How Activity Trackers Change the Way we Understand Work Performance

Wellness. Can we even imagine what that meant when cigarettes were not considered a health risk?

Being productive. What did that mean when office work was performed with a pen and paper, and knowledge workers had libraries they referred to at work?

Technology doesn’t only change the way we communicate, maintain our social circles or retrieve information. It changes the way we understand ourselves. It creates new emotions, new pains and pleasures. It profoundly affects our innermost personal and work lives.

Activity trackers are redefining how we understand ourselves and our achievement and they are also the future of gamification.

change management gamification

Using Gamification for Change Management

There is one constant: everything is subject to change, whether we like it or not. In order to optimize organizational performance, companies must be able to change. However, in many cases employees and managers find it difficult to embrace change, and the transition can be experienced as stressful or impossible.

In organizations, constant changes in the workforce (millennials), in underlying technologies, business fundamentals, strategy and processes need to be managed. The move from the current context into a new context becomes a necessity. As more changes occur, employees should be given more performance feedback on the changes that need to be made, creating the need for a continuous improvement process.

gamification forecast

Will 80% of gamification projects fail? Giving credit to Gartner’s 2012 gamification forecast

The world of enterprise gamification has two oft-quoted statistics, and they are quoted all too often. The first often-quoted statistic is that about 70% of employees are disengaged.The second most quoted statistic about gamification comes from Gartner. In late 2012, at the top of the hype cycle about gamification, Gartner came out with a press release titled “80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design”. This is the second most quoted statistic. We decided to take a look at Gartner’s report then and see how it fared.

Motivation for the extraordinary: a review of Brian Burke’s “Gamify”

’ve just finished reading Brian Burke’s book “Gamify – How gamification motivates people to do extraordinary things”. The book is divided in to two parts – the first deals with what the value of gamification is and what makes it important, while the second part talks about designing a gamified player experience. Burke builds on his experience as an industry analyst in the field of information technology for enterprises, where he covered everything from enterprise architecture to gamification. In the book he gives his view of what gamification is really about, what’s the right way to go about it, and what are some of the common mistakes to avoid when trying to implement gamification mechanics.

Since Burke’s pioneering 2012 gamification report at Gartner was visionary and foresaw a lot of today’s enterprise gamification , I thought reading his book would be an interesting experience. It was and I highly recommend it.