Enterprise Gamification
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The Chase is Better Than the Catch PDF Drucken E-Mail
Geschrieben von: Martin Bråkenhielm   
Montag, 20. Mai 2013 um 06:21

Bizpart EngageMartin Bråkenhielm, CEO and founder of BizPart Engage, gives his view of Gamification and share his journey for creating the world’s first out of the box Engagement Platform that as an example handles the Engagement Management for the resellers of the Nordic part of one of the biggest conglomerates in the world.

First it was Pong. Then Atari 2600. Later on I got my Commodore 64 with a tape station followed by the Amiga 500. I remember how in my earlier years I got hooked on video games. I disappeared into another world, determined to make it to the next level. I tried time and time again until I overcame the challenges. What I found most appealing was probably the strategic and tactical elements. I laid up a plan, trained hard and executed my strategy.

When I grew older it was sports that got my full attention. I dreamed of becoming a professional golfer and practiced 7 days a week, determined to make the dream come true. How game dynamics positively affected me was something I would take with me into my professional career.
Starting my own company was always the obvious choice. I was raised to look up to entrepreneurs as successful and independent visionaries. I set out to help people to realize the potential of cloud-based services and founded Alien Interactive in 1999. And my vision was bigger than that. I wanted to find a way to offer people what games had offered me; the enjoyment of motivation, determination and deep engagement. The word gamification was not yet heard of but I was fascinated by the thought of making an engaging game out of less exciting work-days. But over ten years ago, without the adoption of technology we see today, it was even harder for people to understand that idea than the potential of cloud services.

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The Gamification Score As A More Accurate Measure for Employee Evaluation - Part II PDF Drucken E-Mail
Geschrieben von: Mario Herger   
Montag, 20. Mai 2013 um 00:00

RatingIn the first part of this treatise we focused on how people and organizations are rated today through a variety of scores. This part focuses on the purpose and composition of a Gamification Score and why this is a more accurate measure to rate individuals and entities.

The Purpose of a Gamification Score

It should come as no surprise from what we have learned so far, that gamification data contains extremely valuable data. For organizations, for recruiters, and of course for the players, the value will be tremendous. By recording the players activities, achievements, and progression through the systems, finding the right player (read: employee or team member) for certain challenges (read: positions) becomes not only easier, but also more reliable. No need to trust references that cannot be verified anyways. No need to rely on résumés that can be total inventions. Even if some of the information in résumés can be checked from educational institutions (like graduation, grades, certifications), obtaining them may require effort – and as we’ve learned from a recent high-profile case – even CEO-candidates for internet-search behemoth Yahoo! were not properly vetted.

While I don’t want to downplay the importance of personality and chemistry between the people hiring and the potential new hire as a crucial criteria for how well they will probably go along, employers still want to base their decisions on better facts than are available today. And we know that we humans are innately biased when it comes to selecting. We are more likely to hire people that are more similar to us. That’s where a gamification score can serve as a better basis for making rational decisions.

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An Overview of Gamification in Healthcare and Fitness PDF Drucken E-Mail
Geschrieben von: Mario Herger   
Sonntag, 19. Mai 2013 um 20:23

Gamification in HealthcareApplying gamification to healthcare and fitness is more common that expected. A recent wave of fitness applications and devices to monitor activities indicates of where gamification will go for the fitness sector. But also the healthcare sector can profit from gamification, as any improvement in a patients healing, or prevention of falling sick, can bring down costs. The following article introduces a wide variety of concepts where gamification has been applied.

Patient Interaction

Health

Helping people understand when to take and how much of their prescription is the goal of the smartphone app that the San Francisco-based startup Mango Health launched in 2012. When the player follows the schedule with taking medications and supplements, the application rewards points with.

A video game is targeting to improve executive functions deficit for ADHD children. Akili Interactive Labs developed this game that was at the time of writing undergoing pilot studies, and the company is aiming at getting FDA approval for this new treatment through a video game.

Fighting childhood obesity with a game is what the non-profit Hopelab tries to achieve with Zamzee. By walking, running and other physical exercises teenagers can earn “pointz“ and redeem them for toys or gift cards. An accelerometer clipped to the pants monitors the activities. Via USB port the data can then be uploaded and be compared via rankings.

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Research Paper: Application and Influence of Gamification in Mobile Learning Solutions PDF Drucken E-Mail
Geschrieben von: Daniel Meusburger   
Freitag, 17. Mai 2013 um 19:00

Mobile Learning StudyThe main scientific purpose of this bachelor thesis is the analysis if the implementation of game elements in mobile learning applications influences the user experience. Furthermore, the concept of gamification, which implies that game elements are implemented in non-game applications, will be elucidated and potential positive effects on test applications analyzed.

A questionnaire and two separate test applications were created in order to give an elaborate answer to the leading question, which asks if gamification has an influence on the user experience of mobile learning applications. Building the test applications specifically for this purpose allowed avoiding confounding factors like differing designs or basic functions as well as addressing the majority of smart phone users by programming it as a website rather than as a mobile app.

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The Gamification Score As A More Accurate Measure for Employee Evaluation - Part I PDF Drucken E-Mail
Geschrieben von: Mario Herger   
Freitag, 17. Mai 2013 um 18:11

EvaluationWhen a number of social media platforms were competing in the early 2000 for users, Google, MySpace and other organizations launched the Open Social standard initiative. The intent was to create a standard for social media platforms that would allow app-developers to build apps for multiple platforms, but also for users to download their own data. While the initiative may have not achieved all of the original goals, a number of open web technologies that spun off, like Oauth or Activity Streams have found widespread use.

Gamification faces a similar challenge: a specification of a gamification data structure. While social media data is mainly composed of a user’s contact information and a stream of interactions with the contacts, and this with a high degree of tracking control by the users, gamification data is mainly composed of a stream of interactions with the system and other players, with a low degree of activity-tracking control.

Let me explain that with an example. A user like myself will post on social media only those things that I deem worthy, or representative of myself. I love to post witty comments, links to articles that I find interesting, or pictures that I have taken at travel or fun occasion. This way I build my online-image of a witty, smart, good-looking, and adventurous guy that everyone likes. I will tweet about the great time that I had with my friends at the Rammstein-concert, but not about the lone Saturday evening in front of a sad movie with cold pizza, because my date dumped me. That’s why I call this data “vanity data.”

Gamification data, as we understand now, is very different. A gamified system tracks my activities, my failures and achievements, and my progressions through the system. What did I do, how often, how much time did it take me, how well did I do it, what rewards did I earn, what is my current status? Looking at this data, it discloses what my skills are and how I achieved them. I am naked in front of the system. The statistics speak the “truth”(or at least a certain version of it).

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About the Term Gamification: Why I Hate It AND Why I Love It PDF Drucken E-Mail
Geschrieben von: Mario Herger   
Dienstag, 14. Mai 2013 um 08:00
Gamification: engaging funIf one area of engagement can be taken for granted, it's the one when people engage again in passionate discussions on the term "gamification." It doesn't matter if you are coming from inside or outside the industry. It seems to engage. Given that, alone that would already a big case for keeping that term. But let's not hasten the things, let me go through that step by step.

Recently Kris Duggan, co-founder and former CEO of Badgeville and gamification-evangelist (ok perhaps more "whatever-you-call-it-but-not-gamification"-evangelist) took up the torch to lead the latest rally against the term. Kris and others have certainly not one, but many good points when they talk about the initial reactions of corporate (and we only talk about "boring" enterprise) when they are confronted with that term. And I agree with many of them. And knowing Kris, who in the spirit of every innovator, needs to be convincing, smart, and sometimes a little bit of a prankster, is certainly one of the best minds to open that topics for an honest discussion.

But my take is the following: Get over it. The train left the station. This era and concept will be know as the gamification age. Don't get me wrong. I don't say that to defend the word. I haven't coined it. When I learned about it in Summer 2010, I found only 500 search results on Google. I wasn't sure if this is even the right word of what I was looking for, but I think I grasped that this may be important. I kept noticing it popping up more and more often in the months to follow.

Here is the thing: I hate the term gamification AND I do like it a lot.
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Rabobank: How a Dutch Bank Wins With Gamification PDF Drucken E-Mail
Geschrieben von: Mario Herger   
Freitag, 10. Mai 2013 um 09:00

RabobankWhen you think about banks, then the word serious would immediately strike your mind. But certainly not in the context of "serious games," but "serious business." This is about to change, as the case of the Dutch Rabobank with assets of €771bn and a profit of €1.3bn is demonstrating.

Gamification has become an important strategy in how banking business is done, both internally for employees and externally for clients. Maarten Molenar, project manager for the Rabobank Gamification Hub, is the driver and evangelist behind the gamification strategy for this cooperative bank conglomerate that operates in over 48 countries and employees nearly 60,000 people.

Rabobank as one of the largest and oldest banking cooperations in the world has been doing serious games in the past to promote the bank at TV shows and for young clients of the future (the 8-16 year old) - including the cooperative game World Food Game which was an experiment in gamified co-creation with young people. With the raise of gamification and the fact that analyst companies like Gartner, Ovum, or M2 Research started to talk about that concept, this has sparked even more interest at Rabobank.

When Maarten began investigating this topic, he found colleagues who also had used gamification techniques without knowing it. So he started an internal virtual network and assembled gamifiers and colleagues interested in the topic, sharing with them knowledge and activities, as well as keeping them informed by a regular newsletter. This newsletter has become a way to better explain the topic and the intentions that Maarten has, as sometimes people think everything will be turned into a game.

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Meaning (and not only money) makes us feel good at work PDF Drucken E-Mail
Geschrieben von: Mario Herger   
Donnerstag, 09. Mai 2013 um 22:20

Dan Ariely, professor at Duke University, did some experiments, testing the hypothesis of meaning and what makes us feel good about work. Contrary to popular belief, it's not money or even joy that makes us love work, but meaning. In two experiments (and one anecdote) Dan Ariely shows the effect of meaning to the outcome.

 

Example 1 – Lego Bionicle

Participants were given Lego-pieces to build Bionicle figures. For the first Bionicle, the participants were given $3. For the second $2.70, the third $2.10, the fourth $1.80 and son. This process was repeated until the participants refused to continue making new Bionicles. The participants were split into two groups. Whenever participants in the first group handed over the finished figure, the experimenter took it, put it in a place, and handed the participants new Lego-pieces to make the next one.

When the second group handed over their first Bionicle, they were also given new Lego pieces, but at the same time the experimenter started disassembling the first Bionicle in front of the participants. When the second Bionicle was done and handed over, the experimenter returned the Lego pieces of the first Bionicle to the participant and started immediately to disassemble the second Bionicle.

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