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Bertrand Duperrin's Library tagged gamification   View Popular, Search in Google

May
26
2012

"During the course of our lives, learning becomes detached from creating experiences and getting feedback. And so it turns from fun to a dreadful exercise with often devastating results: the knowledge taught is forgotten pretty quickly, with the whole education effort becoming a waste of everyone's time. In the corporate world this can be costly, and if you don't know how to use the tools properly or effectively, work becomes more inefficient, expensive and possibly even dangerous.


Which leads me to the following questions:

How can we make training more fun, add rich experience and gain feedback?
How can we enable trainers to add these elements to their materials?
Why is training separate from work rather than embedded into it?"

education work learning training gamification

  • Teachers were among the first to realize that a playful approach works wonders when it comes to getting students to be more active in the classroom environment. And it wasn’t just  teachers: parents also saw the merits of gamified learning. Embedding the material in a larger story, giving kids a mission, providing feedback by appending stars and stickers, encouraging kids to collaborate, and many more techniques that we find from game design helped to get kids going, have more fun, be more curious and make the content more memorable.
  • Which brings me to a rather heretical question: when it comes to the workplace, why do we even use classrooms at all?

    Why not embed learning into the workplace instead? Why do we ask employees to attend week-long classroom sessions to learn new skills, when most of their new-found knowledge often evaporates by the time they get home? Instead, why not make the workplace itself into the classroom environment and every work interaction a learning experience

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May
14
2012

""Unsourcing", as the new trend has been dubbed, involves companies setting up online communities to enable peer-to-peer support among users. Instead of speaking with a faceless person thousands of miles away, customers' problems are answered by individuals in the same country who have bought and used the same products. This happens either on the company's own website or on social networks like Facebook and Twitter, and the helpers are generally not paid anything for their efforts."

customerservice customersupport outsourcing communities peers customers costsavings gamification lithium

  • Gartner, the research company, estimates that using communities to solve support issues can reduce costs by up to 50%
  • To motivate members to participate, Lithium, a software company that provided TomTom's and Best Buy's systems, turns the whole thing into a game.
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May
11
2012

"More companies are applying game mechanics to internal and external apps and processes, Gartner says. But why gaming? Why now?"

gamification processes businessprocess

  • "The accessibility of information on the Internet and the ability to gather and share information has increased significantly over the past five years," she said. "Also, you're competing with other activities that a user might be able to do. How can you make your activity more appealing than other activities?"
  • The idea of game mechanics, said Avey, is taking elements of games and putting them into a normal business process.
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May
2
2012

"Summary: Concepts from the gaming industry have become increasingly useful as a way of improving and optimizing how we get work accomplished for our businesses. While many in the enterprise world may not be ready to adopt these ideas yet, gamification increasingly looks to be an effective set of techniques that now has an entire cottage industry forming to make it easier to achieve results."

gamification crowdsourcing rewards

  • In fact, as enterprise platforms — particularly internal social networks — open up to embedded third party applications (such as OpenSocial) and business applications themselves add gaming features, the decision point on whether to apply gamification strategically is approaching for many organizations.
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  • Enterprise gamification: Will it drive better business performance?
Apr
26
2012

"Blue Shield of California finds social apps and rewards engage its employees in wellness programs, sees potential for its insurance customers."

gamification humanresources wellness wellbeing casestudies blueshield socialmedia rewards socialnetworks insurance health

  • A major West Coast health plan has jumped on the social gaming/networking trend in fitness and wellness applications. Blue Shield of California is already offering one such program to its employees and will soon provide two more.
  • Recent research had shown the power of social connectedness in improving health outcomes, and mobile health apps were suddenly catching on among consumers
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Apr
24
2012

"What is happening is that records management is about to move beyond compliance. The dream of information management and knowledge management is to unleash or extract the value or a tangible financial return. To do this, there has to be a way to value the information and records. The change is about finding a way to “value” their records so that they can be treated like an asset and managed appropriately."

records systemsofrecord value gamification privacy

Mar
16
2012

"Here's a very serious question: Are the tools your company's employees use to do their job more or less motivating to that end than the apps, games, and social services they use to do something other than their job? Put another way, does the software your people use for play improve the quality of their work, more than the software they use for work?"

salesforce motivation rypple humanresources reward merit behaviors competencies skills gamification

  • Debow tells RWW, "Everybody's expectations of both the tools and the way that they work was changing. The problem was, the things that were being given to them by the HR organization to help improve performance were designed for fifty years ago. None of these apps are truly social; they're certainly not delightful.
  • There, the manager can set variable-term goals for the workgroup sharing this feed as well as for one or more individuals within the group. These goals are represented by icons that appear within the "Key Objectives" column along the right side. Employees may use these icons to gauge their progress toward achieving these objectives. "It starts envisioning the world as a graph of objectives that companies do," he remarks.
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"Salesforce.com had originally said Rypple's software would be rebranded as Successforce, in a seeming jab at SAP, but those plans have changed. It will now be marketed as Salesforce Rypple. In a statement, Salesforce.com said it decided to keep the Rypple brand name due to its ample supply of "goodwill and equity.""

salesforce rypple performance appraisals performancemanagement humanresources socialsoftware gamification badges

  • Rypple's approach to employee performance tracking does away with the notion of periodic reviews, instead applying a social networking milieu that allows co-workers as well as managers to give feedback and recognition for jobs well done on an ongoing basis.
  • Meanwhile, the Chatter integration with Rypple allows users to create special "badges" denoting special achievements and then post them into Chatter conversation feeds for others to see and comment upon, according to Salesforce.com.
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Mar
7
2012

"I put on my curmudgeon hat and had another look at Social. I voiced my concerns about Social Business, its challenges, its extremely high dependence on people for data quality and business information, as well its cannibalisation of your current business offerings.
Now, it’s time to voice my concerns about Social Enterprise. And well about time, after this long introduction…"

socialbusiness socialenterprise enterprise social informationsharing gamification reward commandandcontrol colleagues

  • An enterprise is an organisation where your colleagues aren’t intimate friends, but complete strangers
  • An Enterprise is anti-social by nature.
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Feb
23
2012

"Yaniv Corem joined IBM Research – Haifa in June 2010 after completing his undergraduate work at the Technion – Israel Institute of Technology, and earning his master’s degree in architecture and computer science from MIT. Aside from his enthusiasm for rock climbing and bouldering, Yaniv is passionate about projects that use the "wisdom of the crowd" to solve difficult problems, complete tasks, gather data, and more."

gamification ibm ibmresearch learning adoption rewarding rewards socialanalytics motivation

  • Gamification is the process of using game thinking and game mechanics in non-game applications to increase engagement. Game thinking can be used to make almost anything fun and encourage people to get involved.
  • Games bring out that sense of competition within a safe and fun environment, where learning takes place naturally
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Feb
22
2012

"BM Researchers Jennifer Thom, David R. Millen, and Joan DiMicco conducted an experiment in which they attempt to answer: “How does the removal of gamification features affect user activity within an enterprise social networking service?” "

gamification motivation incentive

  • While the introduction of the incentive system “dramatically increased the overall levels of content”, the paper’s findings suggest that users who are engaged with gamification in these networks had more activity than those without it and that the removal of these same features resulted in about 50% less activity.
  • IBM is careful to mention that the study is done within the context of their own work environment and that the effects of gamification can vary among cultures.
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Feb
13
2012

"We recently convened a team of 21 millennials from various GE businesses and functions around the world for a special three-month assignment: identify ways to attract, develop, and retain talent in the future. We named the effort "Global New Directions," and we knew we'd picked the right people almost immediately when they told us that they didn't want to retain employees, they wanted to inspire them."

hr talents talentmanagement gamification generationy digitalnatives casestudies GE leadership values gaming

  • Leveraging gaming technology to create a new channel that connects the world to GE in a fun and engaging way, helping to educate prospective employees about the company and its economic and social values.
  • Enhancing our performance-management system with new tools to help employees navigate their career at GE and identify a wider range of opportunities across the company. Processes that allow for more just-in-time feedback and coaching, which the next generation considers to be highly desirable, round out the enhancements.
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"Les laboratoires d’IBM planchent sur des outils d’analyse textuelle et décisionnelle destinés à hiérarchiser, au sein des communautés, les contenus les plus populaires, identifier les contributeurs les plus actifs ou cerner les questions les plus courues. "

IBM socialnetworks analytics communityinsight gamification engagement

  • La vocation d’un autre projet (Analytics-Driven Social Engagement on Social Media) est précisément d’identifier les questions laissées par les utilisateurs sur les blogs ou les wikis. Puis d’automatiser une réponse. « Toute la difficulté est d’identifier la personne qui a déjà répondu par le passé à la question, ou du moins à une question approchante », explique le responsable du projet, Jeffrey Nichols. Le système répond alors automatiquement à l’utilisateur et lui demande s’il souhaite partager la réponse apportée à sa ou ses communautés (l’opération se faisant en un clic).
  • Enfin, dans la même optique de mutualisation de la connaissance, citons le projet Crowd Card. Sa vocation : lutter contre la déperdition des contenus et de leur savoir. Il génère un résumé des posts déposés sur les blogs (dont la lecture complète peut être fastidieuse). Puis, pour promouvoir ces contenus condensés, Crowd Card mise sur une système de « gamification » : celui qui recommandera pour la première fois un résumé repris ensuite en masse par les autres membres de la communauté sera crédité d’un maximum de points.
Dec
20
2011

"It’s fair to say that in 2011, social pervaded a truly wide swath of territory in terms of business capabilities. While social reconceptions of traditional business functions began showing signs of some maturity in select areas (especially social marketing and internal collaboration), strong early adoption was also a hallmark of a few quite recent developments, in particular Social CRM."

enterprise2.0 socialbusiness socialcrm predictions BI gamification socialintranet intranet2.0 socialBPM communitymanagement budgets

  • Analytics and business intelligence (BI) becomes standard fare. Making sense of the endless flow of conversations, inside and outside of the organization requires smart, effective filters. It also needs a way to analyze the giant haystack to derive business significant insight
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  • 2012 Social Business Predictions (Social Media, Enterprise 2.0, Social CRM)

"Shifts in global, societal, technological, economic, and socio-political trends will shape the future of work. The culmination of these distinct trends across multiple facets of societal and technological advancement will lead to an increased use of game mechanics in the workplace of the future. Over the last several years, several Microsoft teams have deployed “productivity games” to improve software engineering processes through the application of game mechanics. Augmenting a business process with game mechanics has led to significant productivity improvements. These lessons support the notion that games can – and will – be an important component of the workplace of the future."

work gamification productivity skills behaviors

  • Focusing either on expanding skills in role, or “organizational citizenship behaviors” - OCB’s - that require core skills – is the best way to ensure the success of a productivity game.  Player motivation is a key component of the success of a productivity game.
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  • The Future of Work is Play
Sep
30
2011

"I see gamification, dashboards and search as signs of enterprise failure!

There I said it, humbly.

They all signify a lack of process frameworks that can run the processes. And just to clarify, industrial processes are not the only processes, all we do is a process as in "steps of activities with a goal", and that should cover all that we do in organisations, in business, in enterprises. And for a process to happen, for flows to flow, one needs a framework, structured, flexible or manual. Just like water requires a riverbed or a pipeline. But if the framework is manual (bucket passing anyone? Monday morning meetings, budgets and reporting anyone?) then the creative value-creation work will suffer."

gamification dashboards search valuecreation process BRP reward

  • The classic intrinsic rewards are "mastery, purpose and autonomy". Basic, always worked, hugely powerful. But these three intrinsic rewards requires a flow- or process framework that can run the processes in the background, otherwise most of the effort will go into making the flow flow, non-value creation, and that kills all three with a vengeance.
  • And therein lies the issue, if there is no "automatic" process framework - and there is only manual frameworks for knowledge work today; meetings, hierarchies, budgets, reports - then the intrinsic rewards are hard to attain if at all.
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Aug
17
2011

"There are social executives that say, “Trust me” or “Admire me,” that tweet, “Believe me” or “Look at me,” or that yell, “Follow me.” But there are very few executives, only a fraction, who are actually creating next-generation social experiences for their companies like Jeff Schick.

The IBM executive doesn’t just leverage social business solutions, he and his team create them."

casestudies IBM IBMconnections Atlas SPSS predictiveanalytics analytics Cognos SNA gamification

  • “the idea of getting the right person over the right opportunity at the right time to yield the right result was genuinely a business imperative
  • If you’re wondering what it means to be a social business, here’s one litmus test anyone can take: does everyone in the organization have permission to speak to customers on behalf of the organization? If the paper turns blue, you’re definitely a social business.  If not, then your company’s Social pH levels may need some adjustment.
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