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by mosselman 4357 days ago
Obviously the article talks about a very specific example of how gamification could be applied. In fact, the implementation discussed seems more like Big Data, the gamification merely present in 'displaying' this big data.

This is all fine, but then the article starts to get into what 'gamification companies should be doing' because "specific-example-A doesn't work". That is funky.

The definition of gamification is: "the use of game design elements in non-game contexts". Unlike what this article implies, using big amounts of data or 'data analysis' is not per se an integral part of gamification.

Gamification can be the use of social elements within a digital system; avatars, chat, social boards, the creation of your own character; reward systems such as receiving company points for each sale; visualisations such as translating the amount of steel produced today as how many % of an aircraft carrier is completed, etc.

The issue that gamification is not necessarily positive or useful is very valid. It does not mean that there are nog positive gamification examples or that it is dead however.

1 comments

I completely agree. I also agree with the author that companies should be doing more to tell the employees and managers WHY they are doing good/bad. However, I don't think thats gamification...that's basically Business Intelligence
Why certain behaviour is desirable in companies and other behaviour isn't might not be a gamification, but one could most certainly use gamification to communicate it.