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 agile practices yet; there is a lot happening in this space. What are the major benefits by applying gamification to the team work?
- Gamification can 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 the 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 conneected 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, crowd sourcing innovation for acceptance during enterprise Agile transformations. Gamification can be viewed as simply another layer of behavior mechanics - encouraging people to behave in a way that helps 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 user interface or customer
experience design has a legitimate purpose in creating highly engaging
digital experiences that resonate with certain types of audiences.