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"Siemens, Hilton, and Target are using games to train workers and improve how they design and market products "
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Pete the Plant Manager stars in a new online video game from Siemens called Plantville that simulates what it's like to run a manufacturing facility. The aim is to take three dilapidated factories and make them more efficiently meet customer orders by hiring employees, redesigning layout, and buying and installing new Siemens equipment.
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Siemens, which makes power plants, scanners, and trains, created the game to fuel equipment sales and foster greater employee knowledge of its products
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"Humans love games. Just check the current news cycle for evidence: The Xbox 360’s sleek, new controller-free gaming device, Kinect, is the fastest-selling consumer electronic product ever. Foursquare has attracted millions of badge-seeking users and aspiring "mayors." And new programs like Quest to Learn are bringing game dynamics into our educational system."
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A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.
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Smaller self-imposed challenges can spark your creative drive in ways you don't expect.
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The sales force automation (SFA) software market is growing rapidly, with companies such as Salesforce.com becoming dominant players in the enterprise software space. And yet, adoption of these systems is notoriously low. Recently, there has been research in the field of gamification for using game mechanics to solve business problems. So, what if you could apply gaming mechanics to SFA software to increase adoption by the sales force?"
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A report from the Journal of the Academy of Marketing Science shows a staggeringly high failure rate for SFA tools: 75%. Why? Rejection of the new technology by the sales force.
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To address the issue of motivation, I suggested creating a leader board with badges. Badges are used as signs of achievement. Whenever a staff member completes a certain level of training on the SFA software, they receive a badge that appears on their profile
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"During our conversation, we discussed the game-like constructs built into the Rypple software, like the concept of rewarding people with “badges” for giving recognition and building reputation within a company."
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Game design can be applied to much more than just games. “Gamification,” or the use of gaming mechanics in non-game applications, can be applied to business software, too. Any task based on a process could incorporate aspects of gaming to make it more engaging and better align it with the way most people are “hard-wired;” we respond well to games.
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Gamification isn’t about making work fun. It’s more about understanding human nature and strategy, not frivolity.
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"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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"La "gamification", ou utilisation des mécaniques de jeu pour d'autres applications, est un des gros buzz du moment. En janvier 2011 s’est tenu d’ailleurs le premier Gamification Summit. La gamification consiste essentiellement à se demander ce qui nous attire tant dans les jeux puis d’en extraire les recettes fondamentales, afin de les appliquer hors du cadre ludique. Au cœur de ce processus se trouve l’idée que le gain de points, l’acquisition d’un statut, sont des moteurs d’amusement suffisants pour encourager les utilisateurs à recourir à un service. "
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). L’inspiration des applications gamifiées, ce sont plutôt ces jeux minimaux, "sociaux", "occasionnels" dont Farmville est l’exemple le plus fameux
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Selon les thuriféraires de la gamification, le concept devrait bientôt devenir partie intégrante du design de n’importe quel site web.
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"In John Hopson’s article Behavioral Game Design he shares the basic ways people react to different patterns of rewards. He ends the article with this: “Each contingency is an arrangement of time, activity, and reward, and there are an infinite number of ways these elements can be combined to produce the pattern of activity you want from your players.”"
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Add a “date field” for the updated date. Display “recently updated profiles” list on the profiles dashboard.
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Add a “date field for the last viewed date. Display “recently viewed profiles” list on the profiles dashboard
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"Amy talks about how five principles of game mechanics (collecting, points, feedback, exchanges and customization) can be combined with three trends of social media (accessibility, recombination, syndication) to design fun yet functional software applications."
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Here are the five game design principles Amy talks about –
- Collecting: Players love to collect artifacts and complete sets.
- Points: Players love to be rewarded with points from the game itself or from other users. Points can be used for leveling up, for creating leaderboards, or for redemption for gifts.
- Feedback: Players love to get feedback from the game itself or from other users. Feedback can be about how they are doing against others, or even against themselves over time.
- Exchanges: Players love to engage in exchanges with other players. Exchanges can take the form of explicit trading or implicit gifting.
- Customization: Players love to customize their character or profile, and also their interface or dashboard. -
Here are the three social media trends Amy talks about –
- Accessible: Social applications are becoming more accessible because of simpler user interfaces, but also across devices, often enabled by open APIs.
- Recombinant: The data from social applications can be combined into different types of activity streams.
- Syndicated: The data from social applications can be exported and showcased elsewhere using RSS feeds and widgets.
"What is "gamification" from an economic perspective? As I've noted for several years now, the future of strategy is about learning to leverage markets, networks, and communities. The unwieldy term "gamification" is a case in points: it's about making markets in stuff, to unleash competitive dynamics. When I compete for a badge, medal, rank, or prize, I'm essentially bidding with my time, effort, and energy for a scarce resource. So think of gamification as making demand-side metamarkets: markets not just for products and services, but for prices, discounts, relationships, information, and more, that shape the value of products and services."
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Hence, I'd see it like this: gamification is about putting the "market" back into marketing — and I suspect that it has the potential to unlock some pretty serious efficiency and productivity gains, especially in moribund, plodding ecosystems
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Those are the strategic problems that investors, C-suites, and media types of all stripes are focused on. But here's the most crucial and vital problem: Gamification is a means, but many or most are seeing it as an end. The real question is: what's the significance of your game?
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"This got me thinking why can business processes and Enterprise 2.0 software be designed to make them "fun" and engaging?
There are lots of research that talks about how mixing work and play is the key to innovation. "
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Amy talks about how five principles of game mechanics (collecting, points, feedback, exchanges and customization) can be combined with three trends of social media (accessibility, recombination, syndication) to design fun yet functional software applications.
"Rewarding badges and points systems on your intranet – social scorecards – could be the turning point for turning your enterprise 2.0 systems from a thing of work to a thing of play. Foursquare becomes Social Work and all the better for it. And don’t be surprised if Facebook comes up with some kind of Facebook Credits/Work Game scorecard integration. If you are new to these concepts you might like Verified Accounts and Leadership Badges or, more likely, The Role of Leaderboards in Online Communities.
Yesterday I attended the Sharepoint geekfest at The Hilton Sydney. I plonked myself down in the front row, iPad at the ready, to listen to Daniel McPherson (danmc) talk about socialising the business with Sharepoint. His company is ZevenSeas which wins points for having a cool name, I reckon."
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Gaming occurs when people want to climb the leaderboard and cheat – or at least don’t play within the spirit of the game – to get to the top.
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The Not Fair Brigade are always around. They will whinge, resign and sue if they don’t get their points that they deserve.
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"As my the timing to display my slide have messed up during my presentation at Ignite Paris 2009, let me put it there so you can see how World of Warcraft could be used in Enterprise 2.0 to help detect and train the leaders of tomorrow"
Mais une nouvelle génération de collaborateurs arrive, plus imprégnée par cette culture du jeux en ligne, ce qui pourrait faire évoluer les mentalités. De plus, les nouveaux logiciels sociaux facilitent aussi le travail collaboratif. Finalement, une révolution dans les organisations n'est peut-être pas si lointaine...
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