Showing posts with label performance management. Show all posts
Showing posts with label performance management. Show all posts

Friday, 17 January 2014

Why Organisational Gamification was Inevitable and Not a Fad

I believe that there are several factors which made Gamification of organisations inevitable.  It is often
criticised for being a fad.  I think that there are some aspects of it which could be.  For example, the dreaded ‘badges and leader boards’ definition of Gamification is unbelievably limiting and that aspect might be short-lived.  However, there are elements of Gamification which represent the larger economy, general opinion and the direction for organisations into the future.  It is something much deeper than superficial badges (although they have their merits too).  This is what Gamification should be understood as, what should be taken from games and it is happening right now.

First, the power of gaming as a medium is growing.  The ‘games cause violence’ pack is dwindling, just as it did for every new entertainment medium before (television, radio etc.).  Gamers are not geeky, social outcasts; everyone can be a gamer and many are.  Games are going mobile, casual and social.  Games are big business and on the rise.  If you are interested in the stats, get your fill from PWC here.  I am sure you are all aware of the huge success of Grand Theft Auto Five.  The game made $1 billion in the first three days of being sold.  The fastest film to reach the $1 billion mark was The Avengers, in 19 days.  Games are big news and it is inevitable that they would have an influence over other aspects of our lives.

Second, Gamification has evolved from 21st century organisational needs.  In some cases it has slipped in unnoticed, in other cases it as added an extra twist to an existing management trend.  There are ways that Gamification is relevant today, inevitable and not a fad and the points below show why this is the case and what organisations should be taking from games and translating into Gamification:

  • Feedback – games allow constant feedback and Gamification can be used in this way.  This fits with other organisational trends, such as the breaking down of communication barriers across the organisation, at different levels.  It also allows the organisation to exert control and monitor, but in a constructive way that is more carrot than stick.  It also marries up with Generation Y’s need for constant feedback as they move into organisations (see ‘Motivating Generation X and Y with Gamfication’).
  • Competition – games can promote competition, against others but also yourself.  Players are able to see feedback about how they performed and strive to better this performance.  This can be a powerful use of Gamification.  Businesses need to remain competitive.  Especially in a recession and when innovation and market dynamism are so powerful.  Encouraging competition within the workforce, giving employees more autonomy and allowing them to self-monitor can help this process along.  Gamification is therefore, a natural and fun progression of this.
  • Teamwork – A lot of games and Gamification promote and facilitate teamwork.  There has been a huge move to making use of teams in organisations due to their self-management, innovation and so on.  Teams are a part of the ‘Japanisation’ of the Western organisation.  Gamification, therefore, can be seen as an extension of this, a means to promote collaboration and cooperation.
  • Learning and Development – Organisations have come to appreciate the power of their human resources, especially in terms of their capacity for good ideas, creativity and innovation.  They, therefore, want their employees to be lifelong learners and to constantly develop their skills and expertise.  Organisations can no longer promise to offer a ‘job for life’, so they have moved to support employees’ employability.  Games require constant learning and development of skills and Gamification could be the next frontier for this in organisations.
  • Creativity – Games are fantastic for generating creative problem-solving and innovative thinking.  They require it and reward it.  These skills are needed for 21st Century businesses to survive and thrive.  Therefore, Gamification should be used to reflect and encourage this.  See our post, '21st Century Skills and Games Based Learning'.
  • Change and Flexibility – Games often require the player to be adaptable to change.  The current economic climate and dog eat dog nature of capitalism means that the business world is extremely chaotic and dynamic.  Employees and organisations need to be responsive, flexible and welcoming of change.  Gamification could be great at encouraging this outlook and culture amongst organisations.
  • Fun – There is a move to make work more fun.  Organisations are now more aware of the benefits of a ‘carrot’ approach to motivation, as well as the creative benefits of having a fun office.  For example, Google offices have slides, scooters, lava lamps, pianos and so on, all designed to promote creativity, collaboration and innovation (as well as keeping people at work longer and feeling they owe the organisation).  Generation Y also work to fund their lifestyle as this is the most important motivator for them.  So organisations try to bring this ‘lifestyle’ into work.  They are motivated by something more than the money itself.  These things also represent youth and dynamism, which are championed by many organisations.  The Gamification of spaces and processes at work is probably the most apparent usage.

I study management and organisations, so this area as well as GBL and Gamification interest me greatly.  It strikes me that Gamification embodies many of the directions that management is taking in the 21st Century.  The fact that we now have a name for it doesn’t make it a fad.  The term Gamification has more scope than badges and leaderboards and many game-like elements have been translated into management.  Organisations might not see how games can help them yet.  But, with the growing strength and following of games as an entertainment and learning medium, I don’t think it will be too long until they catch on.  This could be just the beginning for Gamification.

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Saturday, 21 December 2013

12 Apps to Gamify All Aspects of Your Life

Image courtesy of cote on Flickr.
This is a list of apps which gamify different aspects of people’s lives.  The ways they do this are interesting and varied.  From encouraging children to help out around the house by it allowing them to win rewards and
level up their RPG character, to motivating you to go to the gym with the ultimatum of giving your money to other gym-goers.  From apps that help you reach your goals by completing quests and defeating your personal ‘bad guys’, to motivating your workforce to complete projects.  These apps are, in general, a very simplistic form of Gamification.  The form that people usually have issues with; involving badges and leader boards.  However, some of them are great uses of Gamification and show how varied its uses can be.


Self-Improvement/Task Management

  1. SuperBetter – An app that helps you reach your goals.  You build strength in four areas: social, emotional, mental and physical.  The app enables you to complete quests (such as finishing a workout), defeat bad guys (such as the self-critic) and get the support of allies (real friends) to achieve ‘epic wins’.  The game is built on the principles of positive psychology and their aim is to make players feel better for playing, not keep playing. 
  2. EpicWin – This app aims to help you to ‘level-up your life’.  It adds a role playing twist to to-do lists.  Completing quests (such as doing chores, sending an email, going to the gym) develops your character, gains experience points, earns riches and more. 
  3. HabitRPG – This is similar to both apps above, but works on the principle that repetition builds habits.  You can choose what habits you want to develop or get rid of in several categories: ‘Habits’, ‘Dailies’ and ‘Todos’.  You get points for doing positive things and lose them for doing negative things or not doing positive things.  You can use these points to get rewards, which you can define or improve your weapons and armour. 

Housework

Image courtesy of teamstickergiant on Flickr.
  1. Chore Wars – This is an RPG for completing chores.  Every chore completed earns the player experience points which cause the players to level up.  You can create groups for households and workplaces and assign different rewards for completing different chores (such as pocket money or choosing the film/TV show on Saturday night).  The character classes change to reflect the chores that have been completed. 
  2. HighScore House – This works like Chore Wars, but without the fantasy RPG style.  It is also intended for parents.  Set up chores and rewards and the whole family can earn points, badges and stars.  The parents have their own dashboard, so they are in control of doling out points and rewards.  This one is still in beta mode. 
  3. ChoreMonster – This is very similar to HighScore House - but with monsters!  Kids can earn points and monsters for completing chores that the parents define and verify and then spend them on treats.  It is also available now and not in the beta stage. 

Fitness

  1. Gym-Pact – This app uses the GPS on your smart phone to check you are going to the gym.  Then it rewards you or punishes you with REAL money for going or not going.  You set up how much you are willing the app to deduct from your bank balance for not going, but this money goes into the pockets of people who did go.  On the other hand, if you are a regular gym-goer, you could earn money for something you would have done anyway. 
  2. Nike Plus GPS – This one is for runners.  It allows you to log your distance, calories burned and so on.  You can also activate PowerSongs to help you reach the finish line.  Post your workout to Facebook and you will hear real-time cheers from likes and comments as you run.  You can also challenge yourself to beat others or your own personal bests to earn badges and achievements. 

Work (Performance and Project Management)

  1. Work.com – A way for managers to recognise team and individual achievements, in real-time, socially.  They can give custom badges as well as ‘real’ rewards such as Amazon gift vouchers.  It summarises performance and managers can coach employees live. 
  2. DueProps – Describes itself as a peer appreciation game for workplaces.  Co-workers can offer gratitude to one another, which could make them happier, more engaged and more productive.  Each ‘prop’ has a brief description and a number of points associated to it, which form a leader board.  You can also complete challenges.  Props include Einstein, for intelligence and originality and Class Act for handling a situation with professionalism, class and style. 
  3. RedCritter Tracker – This app turns completing projects into a game.  When someone completes an important task, they earn a badge and reward points.  These can be spent in company reward stores to get gift cards, to lunch with executives.  They list the benefits of Gamification as being:


  • Increases employee productivity
  • Increases quality of work
  • Improves employee morale
  • Increases employee retention
  • Creates an exciting work environment
  • It's easy to get started just visit www.redcrittertracker.com


Personal Finances

  1. Mint.com Personal Finance – This app aims to consolidate all of your financial information in one, user-friendly place.  It is useful to budget, track and manage your money.  You are scored on how financially fit you are and it gives you tips and tasks to improve this level.  You can see visually what you spend, what on and how often.  You can also choose goals and budgets and it helps encourage you to stick to them. 

Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’sFacebook and Google+ pages for blog updates and interesting games based learning findings.