The Rule of Gamification is to make the work more fun and to make the game more serious.
By its definition, gamification is the usage of game thinking and game mechanics to engage users in solving problems. Although gamification is not part of stable digital practices yet; there is a lot happening in this space. What are the major benefits of applying gamification to the teamwork?
- Gamification can improve Return on Investment by increasing team participation in problem-solving. By making a process more fun and engaging, you will increase the collective insight for problem-solving and/or solution providing.
- Gamification can give a team a sense of urgency needed and to reinforce good behaviors. It can provide a sense of recognition and achievement to the team. People are happy when they feel they are contributing to the business, feel appreciated and feel they are improving their skills.
- Gamification is important to the business because it can improve productivity, and get more connected to the team because they feel recognized for their accomplishments. Humans desire instant feedback and recognition from an effort they have had some control over.
- Utilize gamification, crowdsourcing innovation for acceptance during enterprise digital transformations. Gamification can be viewed as simply another layer of behavior mechanics - encouraging people to behave in a way that helps to achieve whatever goal the game owner desires, such mechanism will enhance three characteristics of Agile: incremental-ism, iteration, and improvement.
- Gamification makes a process more fun and engaging, and will increase the "out of the box" thinking for problem-solving; it enforces team engagement, as a way to make teams "better." The idea of playing "serious games" at work has some legitimate purpose with respect to creativity.
- Gamification as an interactive engagement design form: Gamification in the user interface or customer experience design has a legitimate purpose in creating highly engaging digital experiences that resonate with certain types of audiences.
5 comments:
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