Gamification refers to “the use of game thinking and game mechanics in non-game contexts to engage users in solving problems”. Typical game mechanics are scores that are earned for mastering certain activities, badges, so-called level-ups and finally a scoreboard, often to rank players. Gamification is often employed to modify behaviours of customers, employees or learners in order to achieve certain outcomes.
Gamification has been widely used in many different contexts. For example,
- In education so-called serious games, such as the beergame supply chain simulation, are used to immerse the learner in a situational experiences.
- In advertising game mechanics are used to entice people to share marketing messages for viral effects.
- In health policy gamification is experimented with to break people’s unhealthy habits.
- In scientific research, gamification is used to engage user crowds to solve large-scale problems.
Yet Gamification is not without criticism, for example when used in the workplace to solve problems of lack of employee engagement.
Our panel experts will present and discuss different perspectives on gamification. They will outline benefits and risks and they will debate and disagree.
But most importantly, the panel will draw on the audience for input and questions. Have your say and provide input when you register for the event. Our panel experts will try to accommodate all different viewpoints and tailor the discussion to make it as relevant as possible to the audience.
|The Gamification Panel Experts|
Kristine Dery (MIT)
|“Gamification using digital technologies takes old processes and enables us to disrupt and reinvent them in ways that were previously unimaginable. The world of on-line gaming provides us with new windows into recruitment processes, problem solving, and learning where the fun of games is used to play new games with new rules.”|
|“Gamification is as old as the hills and intrinsic to humanity… Understanding how to harness the ancient quirks of our physiology is a critical component of future success in an increasingly digital world.”|
|“Gamification is to motivation what diet soda is to obesity. Performance reviews remind us regularly of how little satisfaction comes from having our psychological levers tweaked by management through the use of measures, challenges, rewards, badges and levelling up.”|
|“Gamification of work processes doesn’t work, because it only treats the symptoms of a broken system and is disrespectful to employees. Work is not a game, organisations are not machines, and people are usually not the problem that needs fixing.”|
|The Gamification Panel Moderator|
|“The test of a first-rate intelligence is the ability to hold two opposing ideas in the mind at the same time, and still retain the ability to function”. Mani will moderate this panel of giants and co-opt the audience into pushing the debate to its limits on both sides of the aisle, so that we walk away as an informed collective that has fully explored a range of perspectives on Gamification.|