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by basyt
4370 days ago
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I didn't read the article but I am going to read your thesis. I have a question: Is it possible to have enterprise gamification? What should be the end goals - the achievements so to speak? Isn't the whole idea of gamification(an idealization that didn't quite happen I guess) is to make crud work seem like fun? But, then, wouldn't repetition of the same joyless task be mundane to the point of being Sisyphean? I agree that a game achievement is fun to get but archiving mail day after day would get old pretty fast(I think). And as a grad student myself I must ask, have you considered the possibility of gamification systems in academe(school in general)? I guess that's what the trophies(and convocations) are for, right? |
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So if we assume that people will go looking for intrinsic motivation in even the most tedious jobs, then we can design structures that provide feedback to enhance that motivation. The key to metrics is that they need to provide feedback on the things that the employee cares about and helps them to understand how they are doing in whatever motivates them. For our car mechanic, maybe we want to do things like:
* Show a timer with how long it's taking him to make them, how he's doing over the day, how he's doing in comparison to yesterday
* Show him the cumulative effort, illustrating how many widgets he's put together
* Show him how his work is important to the company (providing him with purpose), maybe with how many cars he's allowed to be built, and which dealerships they go to
None of this is really "gamification" as you'd think of the term. They're means to support the gameful context that the employee can choose to, or not choose to engage in (e.g. the stock market is basically gambling, you choose whether you treat it as a game or not). It is, however, going to help get the sort of output that you wanted when you went looking for gamification.
Notice the risk here: If he's building things faster to play his game, his work might get sloppier. That's why such things need really careful monitoring and tweaking before being deployed. Same thing with the Target checkout thing where it shows how quickly the checkout person is pushing people out the door. My guess Target's real goal isn't getting people out the door, but getting happy customers out the door. If a checkout person is being incentivized to actively not help out customers with problems that require more attention, then it's possible it's working to harm the overall goal.
EDIT: As far as gamifying education, you might be interested in "Punished by Rewards", which is a book about intrinsic motivation in schools, and was published long before gamification appeared on the scene. The book has it's critics, but it's an interesting take.
[1] http://en.wikipedia.org/wiki/Flow_(psychology) [2] http://en.wikipedia.org/wiki/Overjustification_effect