In this piece, Entrepreneur.com has a great overview piece of the current state of gamification. The article has a new and interesting definition of gamification, too:
It’s the practice of synthesizing the best ideas from gaming, loyalty programs and behavioral economics, with the aim of driving user engagement over indifference.
You can find the piece here: http://www.entrepreneur.com/article/250093
Need Reasons to Use Gamification?
This piece from Learndash.com is about the advantages of gamification for elearning platforms, and specifically for learning management systems. We too think that gamification and elearning go hand-in-hand. They explain how gamification can boost engagement, enhance motivation, improve knowledge retention, promote team building, and offer valuable feedback. It’s a great read, but to be honest, what really got me excited was the infrographic in the article.
A Review of “SuperBetter” in the New Yorker
Jane McGonigal, the author of “Reality is Broken” recently published a new book “SuperBetter” about turning life’s challenges into a game. The book has received an extensive review in the New Yorker, which is a worthwhile read.
How Gamification can Transform Business Processes
If you’re interested in some research being done about the state of gamification and how it will affect businesses in the future, check out this article in the Canadian Huffington Post. The article talks about the expectations people had from gamification several years ago, and how they haven’t all panned out due to different factors (spoiler – bad design has a lot to do with it). Another interesting nugget in the article is how different people are attracted to gamification and to games in general for different reasons, and what those reasons may be.
What Works Better: Money or Gamification?
Continuing with the research theme, an interesting article came out on the cio.com website, addressing what motivates employees. According to the research cited, the top gamification benefits include an increased desire to be at work and feel engaged, and an inspiration to be more productive. The areas in which gamification is used the most are team building, and training. The article concludes that monetary rewards are more effective, ignoring research that shows this is not the case.