I was recently described as a “Kneejerk Devil’s
Advocate”. Intended as constructive criticism, with a possible emphasis on the
critical, I rather like it. It’s useful in my professional research to always take
another point of view, to seek the other interpretation.
Right now there’s a buzz about Gamification. There has
been for a little while now, which means that the idea isn’t going away. Given
my approach, it’s natural that I come here not to bury it, but not simply to
praise it either.
With any new idea, you will soon get the full range of:
- Probable over-claims about the efficacy (I just don’t buy that all – even a majority – of change projects will now succeed with its addition)
- Extensions that rather stretch the concept (this seems to suggest a nightmare-ish world where you’re CONSTANTLY pushed to new tiny targets)
- Things given the badge Gamification that maybe have little to do with it (this really seems to be about better collaboration between remote colleagues)
The more sensible applications recognise that :
"gamification is exciting
because it promises to make the hard stuff in life fun"
It can help with recognition,
it can help with learning,
a variety of ways to build
understanding. I love this example of a great creative execution to raise the profile of an unknown
employer.
So, while I have reservations about articles like
this that promise it’s the future, it does get to the heart of it:
engagement. The problem is that whilst it makes the link between productivity
and engagement, it mixes them.
For me, gamification can be best used to get people to
understand and engage with ideas, so that
they will do new/different/more things. I think it’s problematic when it misses
out the understanding and moves straight to the doing.
Bankers were highly incentivised and encouraged to
achieve targets without understanding the effects or considering the bigger
picture. The effects of that are still all around us.
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