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Written by Mario Herger
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Thursday, 23 May 2013 21:19 |
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My recent blogs on the concept of a Gamification Score as a more accurate measure for employee evaluation Part I and Part II have stirred some controversy. The disbelief came from the fear that people are not going to be measured properly or extensively enough, considering all dimensions of an individual. Of course this is a criticism that is valid and that is true for every score (of which I have mentioned many in the two blogs).
But fact is that the situation today in evaluating employee performance is even worse: there is no objective data available. Any data that can help is better than nothing. And while we claim in the corporate world for being rational beings and do what's good for business, we actually don't. We may be getting some facts right on the business and measuring many things with some success, but measuring employees is one of the dark spots. We may live in the illusion that we do, and we may even spend billions of dollars on measures, but most of them are inherently inaccurate. That's a design-flaw from the beginning. This is why a gamification score is so interesting for every manager and HR department. There is the data; timely, precise, detailed, on the skills. A great example of such a score comes from the SAP Community Network (SCN), where every month 2 million professionals engage, blog, and help each other, and in return are rewarded with points and badges. The SCN points and the status are indications of the members skills and professionalism, as Carter Lusher from the analyst group Ovum describes in his latest Case Study: Gamification at SAP Community Network: |
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Written by Mario Herger
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Thursday, 23 May 2013 17:33 |
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A month ago business software maker SAP released the carpooling application SAP TwoGo. With this application, users can share rides to and from work. The cloud-based application, which can be accessed through the web, mobile devices, and even Outlook, allows commuters to offer rides on their cars or find rides. Instead of wasting time and gasoline and clogging the roads, carpoolers can network, save on fuel, and be more relaxed.
According to SAP’s Chief Sustainability Officer, Peter Graf, SAP employees have had access to over 36,000 carpools since the application was launched in July 2011, and avoided driving over 400,000 miles. In total carbon emissions were reduced by 88 tons. But it's not only the planet that profits from carpooling: SAP employees could networked an 2,200 days with each other just by taking rides together. And, according to Graf, SAP created over $5 million in additional value.
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Written by Martin Bråkenhielm
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Monday, 20 May 2013 06:21 |
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Martin Bråkenhielm, CEO and founder of BizPart Engage, gives his view of Gamification and share his journey for creating the world’s first out of the box Engagement Platform that as an example handles the Engagement Management for the resellers of the Nordic part of one of the biggest conglomerates in the world.
First it was Pong. Then Atari 2600. Later on I got my Commodore 64 with a tape station followed by the Amiga 500. I remember how in my earlier years I got hooked on video games. I disappeared into another world, determined to make it to the next level. I tried time and time again until I overcame the challenges. What I found most appealing was probably the strategic and tactical elements. I laid up a plan, trained hard and executed my strategy. When I grew older it was sports that got my full attention. I dreamed of becoming a professional golfer and practiced 7 days a week, determined to make the dream come true. How game dynamics positively affected me was something I would take with me into my professional career. Starting my own company was always the obvious choice. I was raised to look up to entrepreneurs as successful and independent visionaries. I set out to help people to realize the potential of cloud-based services and founded Alien Interactive in 1999. And my vision was bigger than that. I wanted to find a way to offer people what games had offered me; the enjoyment of motivation, determination and deep engagement. The word gamification was not yet heard of but I was fascinated by the thought of making an engaging game out of less exciting work-days. But over ten years ago, without the adoption of technology we see today, it was even harder for people to understand that idea than the potential of cloud services. |
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Written by Mario Herger
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Monday, 20 May 2013 00:00 |
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In the first part of this treatise we focused on how people and organizations are rated today through a variety of scores. This part focuses on the purpose and composition of a Gamification Score and why this is a more accurate measure to rate individuals and entities.
The Purpose of a Gamification ScoreIt should come as no surprise from what we have learned so far, that gamification data contains extremely valuable data. For organizations, for recruiters, and of course for the players, the value will be tremendous. By recording the players activities, achievements, and progression through the systems, finding the right player (read: employee or team member) for certain challenges (read: positions) becomes not only easier, but also more reliable. No need to trust references that cannot be verified anyways. No need to rely on résumés that can be total inventions. Even if some of the information in résumés can be checked from educational institutions (like graduation, grades, certifications), obtaining them may require effort – and as we’ve learned from a recent high-profile case – even CEO-candidates for internet-search behemoth Yahoo! were not properly vetted. While I don’t want to downplay the importance of personality and chemistry between the people hiring and the potential new hire as a crucial criteria for how well they will probably go along, employers still want to base their decisions on better facts than are available today. And we know that we humans are innately biased when it comes to selecting. We are more likely to hire people that are more similar to us. That’s where a gamification score can serve as a better basis for making rational decisions. |
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Written by Mario Herger
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Sunday, 19 May 2013 20:23 |
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Applying gamification to healthcare and fitness is more common that expected. A recent wave of fitness applications and devices to monitor activities indicates of where gamification will go for the fitness sector. But also the healthcare sector can profit from gamification, as any improvement in a patients healing, or prevention of falling sick, can bring down costs. The following article introduces a wide variety of concepts where gamification has been applied.
Patient Interaction
HealthHelping people understand when to take and how much of their prescription is the goal of the smartphone app that the San Francisco-based startup Mango Health launched in 2012. When the player follows the schedule with taking medications and supplements, the application rewards points with. A video game is targeting to improve executive functions deficit for ADHD children. Akili Interactive Labs developed this game that was at the time of writing undergoing pilot studies, and the company is aiming at getting FDA approval for this new treatment through a video game. Fighting childhood obesity with a game is what the non-profit Hopelab tries to achieve with Zamzee. By walking, running and other physical exercises teenagers can earn “pointz“ and redeem them for toys or gift cards. An accelerometer clipped to the pants monitors the activities. Via USB port the data can then be uploaded and be compared via rankings. |
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Written by Daniel Meusburger
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Friday, 17 May 2013 19:00 |
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The main scientific purpose of this bachelor thesis is the analysis if the implementation of game elements in mobile learning applications influences the user experience. Furthermore, the concept of gamification, which implies that game elements are implemented in non-game applications, will be elucidated and potential positive effects on test applications analyzed.
A questionnaire and two separate test applications were created in order to give an elaborate answer to the leading question, which asks if gamification has an influence on the user experience of mobile learning applications. Building the test applications specifically for this purpose allowed avoiding confounding factors like differing designs or basic functions as well as addressing the majority of smart phone users by programming it as a website rather than as a mobile app.
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Written by Mario Herger
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Friday, 17 May 2013 18:11 |
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When a number of social media platforms were competing in the early 2000 for users, Google, MySpace and other organizations launched the Open Social standard initiative. The intent was to create a standard for social media platforms that would allow app-developers to build apps for multiple platforms, but also for users to download their own data. While the initiative may have not achieved all of the original goals, a number of open web technologies that spun off, like Oauth or Activity Streams have found widespread use.
Gamification faces a similar challenge: a specification of a gamification data structure. While social media data is mainly composed of a user’s contact information and a stream of interactions with the contacts, and this with a high degree of tracking control by the users, gamification data is mainly composed of a stream of interactions with the system and other players, with a low degree of activity-tracking control. Let me explain that with an example. A user like myself will post on social media only those things that I deem worthy, or representative of myself. I love to post witty comments, links to articles that I find interesting, or pictures that I have taken at travel or fun occasion. This way I build my online-image of a witty, smart, good-looking, and adventurous guy that everyone likes. I will tweet about the great time that I had with my friends at the Rammstein-concert, but not about the lone Saturday evening in front of a sad movie with cold pizza, because my date dumped me. That’s why I call this data “vanity data.” Gamification data, as we understand now, is very different. A gamified system tracks my activities, my failures and achievements, and my progressions through the system. What did I do, how often, how much time did it take me, how well did I do it, what rewards did I earn, what is my current status? Looking at this data, it discloses what my skills are and how I achieved them. I am naked in front of the system. The statistics speak the “truth”(or at least a certain version of it). |
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Written by Mario Herger
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Tuesday, 14 May 2013 08:00 |
If one area of engagement can be taken for granted, it's the one when people engage again in passionate discussions on the term "gamification." It doesn't matter if you are coming from inside or outside the industry. It seems to engage. Given that, alone that would already a big case for keeping that term. But let's not hasten the things, let me go through that step by step.
Recently Kris Duggan, co-founder and former CEO of Badgeville and gamification-evangelist (ok perhaps more "whatever-you-call-it-but-not-gamification"-evangelist) took up the torch to lead the latest rally against the term. Kris and others have certainly not one, but many good points when they talk about the initial reactions of corporate (and we only talk about "boring" enterprise) when they are confronted with that term. And I agree with many of them. And knowing Kris, who in the spirit of every innovator, needs to be convincing, smart, and sometimes a little bit of a prankster, is certainly one of the best minds to open that topics for an honest discussion.
But my take is the following: Get over it. The train left the station. This era and concept will be know as the gamification age. Don't get me wrong. I don't say that to defend the word. I haven't coined it. When I learned about it in Summer 2010, I found only 500 search results on Google. I wasn't sure if this is even the right word of what I was looking for, but I think I grasped that this may be important. I kept noticing it popping up more and more often in the months to follow.
Here is the thing: I hate the term gamification AND I do like it a lot.
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