Honestly before todays keynote, I had never really spent time thinking about Gamification and how it could be leveraged in the enterprise. So todays keynote, was pretty insightful, and to SAP’s credit their conferences most of the time seem to drive our thought process to areas that we hadn't spent much time thinking about. Gamification is one such area.
We are still in the very early days of Gamification or GAME IT and its going to change a lot before it gets the kind of adoption levels that were suggested during the Keynote - 70% of global 2000 companies will have leveraged Gamification by 2016.
But the underlying principals / concepts seem very relevant to today’s organizations. The organizational model has changed, In the current world Information + Engagement + Creativity + Collaboration are most important for organizations. But getting it is becoming more and more difficult for a variety of reasons like distributed organizations, multi cultural workforce, significant pressure, increased work loads etc.
Game IT might be able to address, some of these challenges. But one area that I felt that was covered sufficiently during the keynote today, but I would be interested in reading about is how GAME IT/ Gamification can help shape the culture of an organization. I believe that will be the killer app for Gamification.
Infact I think an immediate use case for gamification is how to make “Weekly Status Calls” more interesting. I think those calls have become an exercise of monotony, need to think of some ways of bringing Game IT into the mix there. Welcome any inputs. Below are some of the highlights of from the Gamification Keynote:
- Keynote by Jane McGonigal (
@avantgame) - Gaming (Gambling) is not Gamification
- Interesting stat it took - 100 Million hours to create the whole of Wikipedia, currently people invest 3 billion hours a week playing online games, If we get them to take some of this time and invest it in doing something useful but in a gaming model – Imagine the value that can be created.
- 10 Positive emotions created by games
- Joy
- Relief
- Love
- Surprise
- Pride
- Curiosity
- Excitement
- Awe and wonder
- Contentment
- Creativity
- Gamification or GAME IT – Focuses on the question of How do we bring these 10 emotions to the work place,to innovation challenges & to customer relationships.
- Gamification or Game IT defined - Inventing new work and business practices that engage employees, customers and consumers as effectively as a good game.
- Games can make us more creative, ambitious etc., its important to see to put these into place to help us solve business challenges.
- Case Study - Zappos – Face Game, Objective - More collaboration across departments.
- Some interesting stats:
- Gamification is on the move - 20+ Million $ in Gamification startups in last 12 months.
- Its expected that by 2016 there will be a 2.8 Billion$ spend in Gamification
- 2014 A primary Gamification platform will become as important as Facebook, eBay or Amazon. Gamification core focus is innovation.
- 70% of global 2000 companies will have leveraged Gamification by 2016
- 99% boys / 94% girls play games regularly
- 2015 More than 50%of organization that manage innovation processes will gamify them.
- What is a game? - Games are unnecessary obstacles we volunteer to tackle.
- Trivia/Thoughts/Comments:
- Its inevitable soon we will all be gamers.
- Massively multiplayer thumb wrestling – Played at Teched with all participants.
- Gamer addiction was written about 3000 years ago.
- 500 hours before the game starts becoming fun.
- The opposite of play isn't work – its depression.
- Eustress – Positive stress.
- Work is more fun than fun- Gamification helps realize that.
- The objective of Gamification is to create Super empowered hopeful individuals
Prashanth Rai
(image credit – dcclark)

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