Bertrand Duperrin's Library tagged → View Popular, Search in Google
"One recent buzzword that I hear a lot is "gamification". Especially gamification of utterly boring Enterprise Software and consumer experiences in commercial transactions. A heroic attempt to solve one of life's mysteries; why work sometimes drifts towards boring and in particular why ESW tend to be so unimaginative."
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What triggers my scepticism is the "verbification" of the noun indicating that you take something existing, without challenging the assumptions nor changing the underlying, then simply... eh... gamify it.
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The purpose of "Gamification" seems to be to cover up some manual and tedious process in an effort to make it more "fun" (that word makes me double suspicious).
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"The report is also focusing a lot on the challenges organizations face when new tools and new people are entering from the outside world. I have written before on the fun of working and I continue to argue that this will be one of the most important challenges for organizations in the near future. Make your working environment attractive or go bankrupt.
It is also my strong belief that a higher percentage of digital natives will demand new ways (and tools) of working than the so called digital immigrants."
"I am a strong believer that organizations, should focus and facilitate the use of these tools in order to maximize organizational benefits. To drive value, I've often referred to the engagement factors and in this post I wanted to focus on ons of the factors, "Motivation".
How do we address motivation? Do we adopt the "build it and they will come" approach? No. But what about Wikipedia? it seems like complete "self-organization" has made it successful. But consider that only 1% of the people who visit Wikipedia actually contribute content. That's alright with a population set of the world, but 1% of your company may not be enough and if you have specific objectives you may need to motivate others to participate"
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In fact, bigger incentives causes worse results for cognitive tasks.
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Fun, as a design principle shouldn't be overlooked as it impacts the application design from look and feel, through context, content and process. It also should be addressed when designing events leveraging social computing technologies
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