By definition, gamification is the application game mechanics and techniques in areas that are outside the gaming gaming world. It is basically a concept of using game features to attract participation. Gamification is broadly borrowed from the concept of games because video games hold people’s attention. Since gamification utilizes the human nature of the need to be have fun, the phenomena has gained worldwide popularity.
A lot of businesses today, have started to capitalize on gamification. They are applying it into the workforce by adding points, working against odds and setting goals. There also those who are using gamification to transform the weaker social media links into powerful networks.
Over the past five decades, there has been major changes in the implementation of game mechanics and techniques. It is these changes in the video game industry that led to gamification. The video game industry grew from the fact that developers were always finding problems that required the player to look for solution. Over the time, new problems together with their solutions were being developed by the video developers. This has led to a wide range of video games ranging from Nintendo’s super Mario to metal gear solid and battlefield.
Among the well known video game developers is Jane McGonagall. According to this developer, humans can leverage on the various game mechanics and techniques to come up with solutions of the social challenges that are being faced by humans today. Any game according to her normally has four traits. A goal, clear rules, a feedback system, and voluntary participation are some of the traits that a video game should have. Although these four qualities are normally applied in video games, they can be used in a wide variety of situations to solve some of the human problems.
Three of these qualities have been well mastered and utilized in the various workplaces. Most of the organizations have a well developed way of setting goals, providing clear instructions and also set up systems of getting a feedback. There is a problem however with the fourth element that of voluntary participation. Apart from some few individuals who do their work voluntarily, most of the people work because it is required of them to work and do not work voluntarily. This is unlike a game which one plays voluntarily. The gamification concept in the workplace therefore requires a special emphasis on finding it how to align commitment to work and personal passion.
When Gamification has been used properly in the various workplaces, it has the potential to be a win-win situation. With Gamification, employees become more loyal and productive. The employees on the other hand are likely to work from a more humane and fun environment.
It is crucial to first think through the objectives and also the budget to be worked on, before an organization can venture into gaming.