I started this blog a couple of blogs ago by talking about gamification in the workplace. Specifically, I was wringing my hands over the fact that the idea of “playing games” while at work doesn’t sit well with most folks, and I made the simple observation that we need a better term if we’re going to sell this idea to stakeholders.
Then I ventured down the path of trying to figure out—just what is a game anyway? My thinking was that this was the logical starting point for understanding anything that had to do with games. How could we even begin to have meaningful conversation about anything games or game-related if we didn’t first understand, and at least partly agree on, what makes a game a game?
I realize now that I probably took the longest possible route to get to where I wanted to be, a place where I could discuss gamification.
As much as I enjoy the topic of games, and even as much as I believe that games can play an important learning role in knowledge acquisition, retention, and transfer, I have to conclude that games and gamification are two very different topics. Apart from the fact that people react sharply to the word “game” when hearing the term “gamification,” for the most part, the two don’t need to be discussed at the same time at all. We don’t have to understand much about games in order to discuss gamification. Games are games. We know what they are, but gamification?
Gamification is really just theft.
Let me explain.
When talking about gamification, the label “gaming mechanics” can add clarity to an otherwise vague notion. Gaming mechanics—the mechanics or devices of a game—can be thought of as the hypothetical levers, pieces, processes, and parts that, when assembled into a coherent situation or activity, make the whole thing work. Take Monopoly for example. The mechanics in that game are game cards, purchases of property, randomly assigned player setbacks and advances, accumulation of money, etc. When all those devices come together, and individuals agree to the stated rules and objectives, the game takes place.
When I say gamification is theft, what I mean is that gamification takes the conceptual devices from a game like Monopoly and uses them for some other purpose. It’s very simple really. If you want to “gamify” an experience or activity, you need only look at the games you are familiar with and figure out how to steal (okay, “repurpose”) the devices found in the game and apply them to your given situation. Accumulating fake money during Monopoly is both fun and engaging, maybe it could also be both fun and engaging in other scenarios?
Of course it can be, and the marketing universe has known about this secret of engagement for a long time. S&H Greenstamps (most of you are too young to remember, I’m sure) started handing out stamps for select retail purchases back in 1896. Airlines have their frequent flyer programs (first started by Texas International Airlines in 1979) and credit card companies have been promoting their rewards cards for years. Consumers like these gaming mechanics, and as consumer loyalty grows increasingly difficult to earn and sustain, it looks like we’re going to see a lot more gamified marketing strategies in the foreseeable future.
But shaping and engaging behaviors through gaming mechanics isn’t just for marketing. Just as consumer loyalty is growing more challenging, so is employee engagement. According to research done in 2011 by BlessingWhite, Aon Hewitt, and Towers Watson, employee engagement is at an all-time low.
The percentage of engaged employees in North America appears to hover around 33%, while the number of disengaged employees appears to range from a low of 28% to as high as 48%, depending on the study.
What’s emerging is the desire to gamify learning and development activities in the workplace with the hopes of getting some of the disengaged to increase their engagement in their work and personal development. While that may sound like backwards thinking at some level (who would argue to keep the disengaged on the payroll?), increased engagement is a business opportunity, where increased engagement by any percentage translates into an organizational win.
The application of gaming mechanics to learning and development is still in its infancy, but a number of organizations are already experimenting with what works and what doesn’t. And the results show promise.
Solution providers are also gearing up to help out, and gamification functionality opportunities such as leader boards, badges, points, and levels are starting to appear in the technology platforms that employees use.
But one thing we know already: Just because the technology exists, doesn’t mean organizations should use it. Applying gaming mechanics to learning and development activities isn’t a silver bullet solution. Like applying lipstick to a pig, adding gaming mechanics to a flawed or ineffective learning and development program isn’t going to help matters, and in many cases, it is likely to make matters worse.
When considering gamification for your learning and development program, your first step is always to ensure that your core solution is coherent, and that your gamification strategy is an integrated part of a larger plan.
Scot Lake
Senior Learning Analyst
Brandon Hall Group
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