This document discusses gamification and its potential uses and challenges in organizational and learning contexts. It defines gamification as using game elements to make non-game processes more engaging. Gamification can help increase employee engagement and performance by motivating people through goals and rewards. However, challenges include organizations not fully realizing human potential and lack of employee inspiration. Proper gamification implementation and understanding employee and customer industries can help address these challenges. The document contrasts structural versus content gamification and provides examples of each. While gamification can increase engagement when done well, issues like improper implementation, mandated participation, and novelty wearing off pose risks if not approached carefully.
2. WHAT IS GAMIFICATION?
IT’S A PLAYFUL DESIGN OF NON-GAME BORING PROCESS,
INFUSED WITH GAME ELEMENTS TO MAKE IT MORE ENGAGING
3. GAMIFICATION is the most effective tool that
motivates the human race to achieve desired goal
HUMAN RESOURCE
GAMIFICATION
MOTIVATION
ORGANISATION
GOAL
4. GAMIFICATION helps organisational strategy to
be realised through effective engagement of
human resource
GAMIFICATION
STRATEGY RESULT
6. CHALLENGES:
• Organisations find it difficult to increase engagement with
employees and improve performance
• Human potential remains unrealised
• Organisations find it difficult to inspire innovative ideas
• Consumers are overwhelmed by disconnected loyalty programmes
leveraging uninspiring extrinsic rewards
7. SOLUTIONS:
• Organisations should understand the potential of gamification to
design behaviours, develop skills and enable innovation through
lowrisk applications
• Project managers should engage game designers or organisations with
experience in gamification in early implementations
• Strategic planners should learn how gamification is applied in their
industries and how their organizations can use it to engage employees or
customers
9. STRUCTURAL GAMIFICATION:
• Application of game-elements to propel a user through content without
changing the content itself
• The content does not become game-like, only the structure around the
content does
• Primary focus is to motivate the user to go through the content and to
engage them in the process through rewards
• Most common elements are points, badges, achievements and levels
• Typically has a leaderboard and methods of tracking learning progress
10. EXAMPLE OF STRUCTURAL GAMIFICATION
Learner gaining points within a course for watching a video or completing an
assignment, in which the assignment or video had no game elements associated
with them, other than the fact that the learner received points for watching the
video or completing the assignment.
11. CONTENT GAMIFICATION:
• Application of game elements and game thinking to alter non-game
content to make it more game-like
• Adding the elements DOES NOT turn the content into a game
• The elements provide context or activities that are used within games and
add them to the content being taught
12. EXAMPLE OF CONTENT GAMIFICATION
Adding story elements to a compliance course or starting a course with a
challenge instead of a list of objectives are both methods of content gamification.
13. SOME FAMOUS EXAMPLES OF GAMIFIED CONTENT
How Y’all, Youse and You Guys Talk (dialogue quiz on www.nytimes.com)
The Adele Dazeem Generator: Travoltify Your Name (www.slate.com)
How Much Time Have You Wasted on Facebook? (www.time.com)
15. IS GAMIFICATION ALL GOOD?
Nothing is entirely good, or totally bad.
You should gamify content where you really need to.
And you need to do it well.
Or else you are asking for trouble.
Why? Let’s find out.
16. THE GOOD
Gamification increases employee engagement
Gamification offers immediate signs of achievement and progress
Gamification allows the best and brightest to shine
Gamification is a new type of credential
17. THE BAD
Gamification is often not implemented correctly
Mandated play isn’t really play
Gamification is an invitation to cheat
Novelty tends to wear off