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Written by Mario Herger
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Wednesday, 06 March 2013 15:32 |
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Imagine a global Fortune 500 company that focuses on a few metrics to please Wall Street. Imagine that for those metrics goals are set that seem for everyone knowledgable overly optimistic. But these goals are communicated to the analysts and shareholders, to show boldness and commitment. Imagine further that the internal goals for employees are actually even set higher than the officially communicated ones.
So far, so bad. And unfortunately so common.
Imagine (and I am stretching your imagination more and more, my apologies) that this Fortune 500 company does not give the employees means to understand how their work contributes to that, nor what can be done. And imagine that employees need to figure that out without real time feedback loops. Imagine, that the employees still happen to make this the best year of the 41 years of the company's existence with soaring profits and great margin. And the board celebrates that in every communication and statement. |
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Written by Mario Herger
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Saturday, 09 February 2013 11:58 |
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Yu-kai Chou, Bay Area-based gamification designer, posted his complete slide deck for a gamification workshop that he conducted for Ebay. 82 slides with a great dive into gamification. |
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Written by Gal Rimon
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Monday, 04 February 2013 04:50 |
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When a new customer service representative (CSR) joins our service team, a new sales rep joins our salesforce, or even when a new user starts using our product/service, we need to take them through an On-boarding process – allow them to acquire the necessary knowledge and skills.
Tactics used in this process include formal meetings, lectures, videos, printed materials, or computer-based orientations. However, in many cases you just do OJT (On Job Training) this could lead to discouragement and frustration.
One of the innovative elements that could help at these times is Gamification. We strive for a game-like user experience for improving the self-learning process, in order to save money, time and improve the success rate.
Here are five tips for using Gamification in an On-boarding process:
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Written by Mario Herger
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Thursday, 17 January 2013 20:38 |
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This is the second part of a series on the definition of Enterprise Gamification. Read Part I. Game"A game is a problem-solving activity, approached with a playful attitude.
Jesse Schell Of all the approaches of describing what play and game is, professor of entertainment technology and game design at Carnegie Mellon University, Jesse Schell nails it down in this sentence. In a nutshell: games have rules and goals (they help solve a problem), but do not have a real-world outcome. Being a millionaire in Monopoly does not make me a millionaire in real life (I wish). Being a top player in Grand Theft Auto doesn’t make me a good driver in the real world. Although it may give me a better understanding of how this works in the real world. And we will discuss simulations and serious games later in this chapter of how they help gain skills and knowledge. Games can look very different, and many scholars have tried to define the types. The categories[1] include sports, tabletop games, video games, role-playing games, business games, and simulations. Each of these categories have their own subcategories, which would be too much to delve in for our purpose. Some can be very abstract, and some come very close to a real world scenario. |
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Written by Mario Herger
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Thursday, 10 January 2013 18:59 |
Gamification lends a number of elements and techniques from areas like play, games, behavioral science, motivation, and others, that it makes sense to start with some basics and work our way up to a definition that practitioners can use.
Play“Play is manipulation that indulges curiosity.”
Jesse Schell A child taking an object and pretending it to be a car is playing. Play has no rules, no goals, and aims at no real-world outcomes (unless you consider the experience and creativity as something that will form the child). The activity itself is the purpose, it is autotelic. Play is not restricted to humans, animals play as well. In his famous essay Homo ludens. A study of he play-element in culture from 1938, Dutch historian Johan Huizinga states: Play is older than culture, for culture, however inadequately defined, always presupposes human society, and animals have not waited for man to teach them their playing. We can safely assert, even, that human civilization has added no essential feature to the general idea of play. Animals play just like men.
While we are very familiar with the playful nature of our pets like dogs and cats, it’s a little bit more surprising to learn about wild animals playing as well. Raven, bears, octopuses, and even fish engage in behaviors that satisfy the definition of play. Medical doctor, psychiatrist, and clinical research Stuart Brown[1] recounts an encounter from the Canadian far north. |
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Written by Mario Herger
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Thursday, 10 January 2013 01:33 |
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As part of PSFK's popular series of 'Future of' reports, they released a 140 page document that covers the new ways we are working and the implications for business and for workers. Available in different formats to buy or just preview, the themes of PSFK's Future of Work report cover the Ideal Workforce, Empowered Culture, Intuitive Connection and Agile Workplaces. |
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Written by Mario Herger
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Tuesday, 18 December 2012 06:07 |
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How successful is gamification? If you believe analyst company Gartner’s Brian Burke, “80 percent of current gamified applications will fail to meet business requirements.” This is a catchy headline, that has led a lot of bloggers and media to put the stamp of failure on gamification. And it is the proof for the critics that gamification designers have no clue what they are doing. But when you listened to the Gartner webinar and read the report, the picture looks more diverse, and put into context to other technologies, the story is pretty much different. Two of these technologies of the past ten years had undergone similar scorn and criticism: CRM and social media. A quick research on data and reports published about the failure (or success) rates for them will give you a déjà-vu moment. CRM failure statistics from analyst groups like Gartner, AMR Research, Butler, Forrester and others range between 18-70%, with still 49% failures in 2009, eight years after first statistical success data for CRM was published. And according to Gartner, “[t]hrough 2012, over 70 percent of IT-dominated social media initiatives will fail.“ Having attended a number of social media-related conferences in 2012 and before, I can tell you that many companies are still struggling with getting a working social media strategy in place. |
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Written by Mario Herger
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Sunday, 02 December 2012 19:23 |
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One of these things that was left out in the book “Men are from Mars, Women are from Venus” is the one about everything poo and loo and the differences between men and women in that regard. I remember those innocent days as a boy, when we tried to outrange the other boys peeing, or writing our names in the snow (yes, with what you are thinking). It seems that ever since this was the normal way of boys. Girls of course had to fail, due to a small but crucial missing piece. Psychologists referred to that later as “penis-envy.“
Technology has taken that a step further. A take on that was done with the installation of special urinals at the Amsterdam Schiphol airport in the 1990s (watch closely to see the fly in Figure 126). Dutch maintenance man Jos Van Bedoff remembered that back then in the Dutch army somebody had put small, discrete red dots in the barrack urinals, which dramatically reduced “ misaiming”. Van Bedoff suggested to do that for the airport, and plastic flies were embossed In the ceramic urinals. They helped reduce "spillage" (and cleaning costs) by 80%.
Ethymologist can actually trace that back way longer. First “insects” – bees – where seeing sported in British bathrooms in the 1890s. It didn’t stop there. Soccer fans today enjoy “scoring” goals with the “SoccerWee” by the appropriately named “The Wee Urinal Games Company.“ |
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