"#Gamification in #ITSM" top stories by mr.SPOCK at #BrightTalk summit "Emerging Trends and Technologies in ITSM".
Watch recorded webinar with sound here: http://bit.ly/GinITSM
#Apollo13 #FreshDesk #SalesForce #StackOverflow #Quora #Disneyland and more cases shared
According to Gartner, Gamification has climbed on a "peak of inflated expectations" in it's Hype Cycle. Like any new trend, gamification will move through the hype cycle and next stop is - "trough of disillusionment". Gartner predicts that by 2014, 80% of current gamified applications will fail.
Shall we do something in ITSM? What can we do? What has been done already? While consulting organisations, running business simulations and presenting at different international and regional events I've been able to meet many interesting people, discuss the topic and hear interesting stories and thoughts. Best of them I will share with you!
2. By 2015, 40% of Global 1000
organisations will use
gamification as the primary
mechanism to transform
business operations
Source: Forbes, http://www.forbes.com/sites/gartnergroup/2013/01/21/the-gamification-of-business/
Picture: http://flic.kr/p/htHvru
3. By 2014, 80% of current
gamified applications will
fail to meet business
objectives, primarily due to
poor design
Source: Gartner, http://www.gartner.com/newsroom/id/2251015
Picture: http://flic.kr/p/htHv8o
11. Serious game is
a game designed for a primary purpose
other than pure entertainment
Clark Abt, 1970
Source: Clark Abt, Serious Games, http://books.google.lv/books/about/Serious_Games.html?id=axUs9HA-hF8C&redir_esc=y
28. Dopamine effect
Every type
of reward that
has been studied
increases the level of dopamine in the brain,
and a variety of addictive drugs,
including stimulants
such as cocaine, amphetamine,
and methamphetamine,
act by amplifying
the effects of
dopamine.
Source: http://en.wikipedia.org/wiki/Dopamine