Going Gaga for Gamification
By Carrie Pairman, G2G3
Gamification is one of the largest movements of our time. From industry publications to independent bloggers and professionals, there is a great deal of news being generated regarding serious gaming.
In recent years it has started being popularized as the next big thing in marketing and companies are realizing that using the same mechanics that hook gamers is an effective way to generate business.
Everywhere we turn it seems that there are experts claiming that the best way forward is to engage people with elements of competitive play. The business world in particular is going gaga for gamification.
It’s here for the long haul, it’s here to stay and is growing among companies both big and small. Serious gaming is presenting exciting results for training and development leaders. Tech Industry analysts believe that half of all organizations which manage innovation processes will have them “gamified” by 2015 and that gamification in marketing and customer retention programs will be more important than the likes of Facebook within the next few years.
The application of game mechanics within the workplace can awaken the thrill senses associated with beating the odds, scoring points and accomplishing those all important goals. Leveraging game play dynamics can unleash passion, potential and personal commitment and CEO’s and IT planners must be aware of, and be able to lead their business counterparts through this latest business movement.
Recent studies have shown that video games are better than any other medium for enhancing employee productivity and training and gamification can dramatically improve employee morale. It may take time to learn how to use a training video game, but hang on in there, a little perseverance can go a long way!
We have to ask ourselves one question though, will gamification still be as omni-present in 10 years time? Even as the world is increasingly recognizing gaming’s potential to help change the way we do business, let’s not get too carried away. As Saul Kaplan wrote in a recent edition of The Harvard Business Review, “It’s all well and good introducing game play elements into the workplace but don’t go turning monopoly into monotony”. The more gamification materializes, the less effective it becomes and that’s the last thing a serious game company like ours wants to hear!!
Gamification is one of the largest movements of our time. From industry publications to independent bloggers and professionals, there is a great deal of news being generated regarding serious gaming.
In recent years it has started being popularized as the next big thing in marketing and companies are realizing that using the same mechanics that hook gamers is an effective way to generate business.
Everywhere we turn it seems that there are experts claiming that the best way forward is to engage people with elements of competitive play. The business world in particular is going gaga for gamification.
It’s here for the long haul, it’s here to stay and is growing among companies both big and small. Serious gaming is presenting exciting results for training and development leaders. Tech Industry analysts believe that half of all organizations which manage innovation processes will have them “gamified” by 2015 and that gamification in marketing and customer retention programs will be more important than the likes of Facebook within the next few years.
The application of game mechanics within the workplace can awaken the thrill senses associated with beating the odds, scoring points and accomplishing those all important goals. Leveraging game play dynamics can unleash passion, potential and personal commitment and CEO’s and IT planners must be aware of, and be able to lead their business counterparts through this latest business movement.
Recent studies have shown that video games are better than any other medium for enhancing employee productivity and training and gamification can dramatically improve employee morale. It may take time to learn how to use a training video game, but hang on in there, a little perseverance can go a long way!
We have to ask ourselves one question though, will gamification still be as omni-present in 10 years time? Even as the world is increasingly recognizing gaming’s potential to help change the way we do business, let’s not get too carried away. As Saul Kaplan wrote in a recent edition of The Harvard Business Review, “It’s all well and good introducing game play elements into the workplace but don’t go turning monopoly into monotony”. The more gamification materializes, the less effective it becomes and that’s the last thing a serious game company like ours wants to hear!!
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