Gamification is the application of game design/mechanisms (such as Challenge, Progress, Status, Reward, Social/Expression) to non-gaming scenarios. It is a very broad discipline that has been performed for many years in both business and non-business situations to engage, drive and motivate people.
Unfortunately, the term “gamification” has been used to describe the discipline and leads to many misunderstandings/misconceptions (as people focus on the “game” nuances and not the “-ification” impacts).
Facilitator’s Point of View
Unlike other divisions of HR, L&D has been applying gamification to many methods of learning delivery (for example, keeping a scoreboard of learning teams progress and awarding “team/participant” of a classroom based course”). However, digital tools and mobile/social trends now allow us to take this practice to the next level and integrate L&D with other aspects of HR such as Performance Management and Project Management. The trend is becoming more common and accepted across businesses once understood (and we are seeing strong elements in major ERP systems such as SAP/Success Factors, Oracle (Taleo and Fusion) and Workday (e.g. Rypple). The mechanisms if applied correctly should address all generations, genders and ethnic origins (but are certainly shaking up organisational in terms of structure, work practices and culture). L&D has an amazing opportunity here to lead the organisation through this journey.
LearningCafe Point of View
- Is Gamification, peripheral or joining mainstream learning at the workplace? Can it be incorporated into classroom and vocational training?
- Will the business warm to it? Or will our learners demand it?
- How does gamification impact our current design processes, budget and team capability?
- LearningCafe Blog on Gamification – Can we get serious & get the new Instructional Design?
- How Gaming Is Shaping the Future of Work by Harvard Business Review
Theresa Lim, CEO at Play2Lead