We live in a world that idealizes the genius innovator. From Henry Ford to Steve Jobs, we find it incredible that a single person could have the vision to see the world as a completely different place than its current state. It also helps that these figures and the stories of their creations make for great dramatic tales. We accept that Jobs’s knack for details and design was a natural gift that couldn’t be taught or replaced and that Ford’s understanding of the innermost desires of the American people came to him naturally. These notions may very well have some truth to them, but with the introduction of technology and the connectedness that it brings with it, we all may need to be prepared to open up to a new way to arrive at creation and innovation.
Gamification articles, news, and blogs by Gameffective.com – Page 1
Swarm, a mobile app that continues the original Foursquare application of past fame, is a social check-in app. Foursquare was well known for its pioneering use of gamification, yet the initial launch of swarm omitted most of the gamification elements that had made Foursquare famous in the first place. Now, the new release of Swarm brings back a lot of the gamification fun that the original Foursquare once had. As I wrote several months ago, Foursquare is a great case study to try and understand what works and what doesn’t in enterprise gamification design, and to understand the strengths and weaknesses of points, badges and leaderboards.
What is gamification about? Is it a long term or short term project? Is it about just getting people to use enterprise software – so it won’t lie idle – or is it about something deeper?
A review of Enterprise Gamification Consultancy’s Gamification Industry Report 2015, by lead researcher Mario Herger. The report (focusing on enterprise grade gamification, engagement and behavior modification platforms) reviews the state of the gamification world in 2015, marking its long-expected maturation from the novelty or exotic into a mainstream offering by large software vendors.
Since I’ve been following Mario’s work for a while, and since I think the report has some valuable points to make, here are five take-aways from the report.
Believing you are doing a good job is one thing. Getting external validation for that – and achieving the number one spot – is another.
Today is such a day for the team at Gameffective. The Enterprise Gamification consultancy, headed by Mario Herger, published its Gamification Platform Leader Matrix for 2015. We are ranked at the very top, and nicknamed a “surprise” by the report’s author.
I’ve recently done some reading resulting in great insights about the power of team-based incentives, and how their power is tied to social proof and a culture of transparency.
In general, research shows that we’re hard-wired to strive more to achieve team objectives than we strive to achieve personal ones. In fact, organizations have a greater performance boost when a team incentive is offered as opposed to an individual one. But this magic only works given certain conditions. We will work harder given the example of our peers; but that depends on making performance information available in a transparent way.
Enterprise gamification is well into its 2.0 days. It is no longer (never was) about flying birds – it is evolving to encompass thinking about performance management methodologies; the use of gamification as an activity tracker ; a deeper understanding of employee motivation; and the use of game narratives. In fact, some would say that enterprise gamification is becoming the new corporate performance management.
Today’s enterprise gamification takes a broader and more modern view of human motivation, understanding that it goes beyond points, badges and leaderboards, and that intrinsic motivation is more powerful than extrinsic motivation. Gamification isn’t a magic potion that makes work mesmerizing. It is much more than points, badges and leaderboard…. Research shows that using game mechanics which carry a meaning and provide a sense of mastery and autonomy can create super-engagement.
The additional “new” here is that gamification can also change culture, communication and performance management. These are the less-cited results of gamification but we thought we’d list them. Using gamification “right” has a lot of other great, unintended consequences. Here are 10 that are perhaps less known, but worth their weight in gold:
Which New Year resolution works better? “I will lose 3 pounds” or “I will lose 2-4 pounds”?
When thinking of goals, we tend to focus on the one number: the number of pounds we want to lose, the number of calls a sales rep should make, the number of training courses an employee should complete. But focusing on one number can be wrong.
Recent research shows that people are more likely to reengage (i.e. decide to continue pursuing a goal over a period of time) if the goal is a range and not a single number.
One of the underlying principles of persuasion science is using social proof. Social proof means that we are more likely to act if we believe others are doing the same. This post will show how using enterprise gamification, for sales, customer service, call centers, eLearning and more, is a great way to create social proof and increase the likelihood your gamification project will succeed.