Research demonstrated some years ago that there is a strong
positive correlation between 'play', 'fun' and organisational
performance. More recently, organisations have started to wrestle
with the idea of how to engage the skills and motivation of the
video game generation; as customers and as employees. The practical
application of gamification is part of the disruptive innovation
that offers businesses radical new ways of working, learning and
performing. In a nutshell, gamification is the concept of applying
engaging elements of game theory to non-game applications. An
example would be to create a game to learn something new for work.
Companies need to embrace the idea of blending games with work. And
in order for that to happen, gamification must have a basic
knowledge base and skill set, as well as both theory and practical
application of its core principles. Dale Roberts's World of
Workcraft provides the context and background to the need for and
potential benefit of gamification as a means of turning a
traditional corporate culture and structure into a dynamic
community. He also provides guidance on how to (and how not to)
introduce these concepts successfully.
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