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Why Play For Business is Not a Distraction But a Solution

Why Play For Business is Not a Distraction But a Solution | jeuxetbonheur | Scoop.it

Whenever you are observing just born animals, 'Playing' is one of their first activity. And, within their species, they always know exactly how to play. Why? Because 'Mother Nature' has built it into our DNA. Play is being used as nature's learning engine.

 

But it doesn't stop here. It is also the internal learning engine for us humans, isn't it? Or, who can deny that Play captures the better part of our childhood? That it is Play that let us discover most of the human behavior arround us? That it is Play that let us learn how to loose for the first time? That is is Play that provides us with our first challenges to overcome and to progress by try and failure?

 

To survive as a species means to be able to adjust ourselves to changing conditions, right? And the only way this worked for the last 200.000 years was our ability to learn. That's it why evolution outfits us with an internal rewarding system ever since the beginning of humankind . And one of the highest 'level' of reward is the flush of dopmanine inside our brain by overcoming a tough challenge --> called 'learning'.

 

So, if playing is a basic element for our species to survive, how can it be a distraction?

 

So, I believe that using game-design-thinking inside your company doesn’t change your business priorities. Instead it is about taking advantage of our most reliable human natures. So, the biggest challenge is to find a way to merge work and play

to encourage the behavior of your employees AND customers in a way that feels just natural. Engaging and fulfilling.

 

And please, this is not some kind of marketing activity that wants to trick people to do something they don't want to do (even if a lot of marketing agencies will try this in the future).

"Games produce positive emotions (even failling can be positive within a game), stronger social relationships, a sense of accomplishment and a chance to build a sense of purpose." (Michael Wu, Science of Social)

 

In the future I will post more about the science of games, why I believe in its 'business-potential' and how to apply it to your area of activities.

 

At the end of these posts and my own research I want to bring it all togehter and to write it down in a book. Therefore I'm looking forward to your comments, thoughts, doubts, objections, examples, and more. It would be great if the book, at the end, will be an example by itself of some kind of social interaction of some interested peoples out there.

Please let me know what you think about the subject of gamification, coming up theories and more.

 


Via Roman Rackwitz
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Rescooped by Marie Deslypper from Nouvelles des TICE
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Les quatre fondements du bien-être au travail

Les quatre fondements du bien-être au travail | jeuxetbonheur | Scoop.it
Qu’est-ce que le bien-être au travail ?

 

Un bon salaire, une bonne ambiance, une activité passionnante ?

 

Il existe 4 dimensions au bien-être humain, il m’a semblé très intéressant de les transposer au monde du travail.

 

La satisfaction La sérénité La joie partagée Les plaisirs

 


Via Philippe Olivier Clement, François Colin
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Rescooped by Marie Deslypper from gamification everywhere
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[MONITORING] 10 millions de dollars pour gamifier l’éducation de la jeunesse | Gamorlive, The Blog

[MONITORING] 10 millions de dollars pour gamifier l’éducation de la jeunesse | Gamorlive, The Blog | jeuxetbonheur | Scoop.it

Aux Etats-Unis, l’industrie et les associations du jeu vidéo se sont récemment associées afin de créer un laboratoire du « game design » dont le champ de recherche va être fondé sur l’engagement et l’apprentissage des étudiants.

 

Cette initiative tombe dans un contexte de société où la grande tendance actuelle de”gamification” se mélange au domaine de l’éducation dans le but de rendre tout enseignement ou apprentissage, aussi amusant et engagent que le plus commun des jeux.


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Rescooped by Marie Deslypper from #Gamification #Digital #Réseaux sociaux
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La Gamifications’invite dans la campagne présidentielle | Kiiwiigames

La Gamifications’invite dans la campagne présidentielle | Kiiwiigames | jeuxetbonheur | Scoop.it
En début de semaine, François Bayrou a pris l’initiative de dynamiser son site web de campagne pour augmenter l’implication des internautes qui soutiennent son mouvement.

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What's the ROI of a game mechanic?

What's the ROI of a game mechanic? | jeuxetbonheur | Scoop.it

Yesterday, I have had a very interesting talk with Toby Beresford (a UK based strategic technology leader with expertise in social media and gamification, www.tobyberesford.com).

 

Amongst other things we talked about "what would it be worth for a company/a business leader to implement a game mechanic within the organisation, teams or activities?" (For an internal use)

 

I would love to answer this question using a counterquestion I've heard from Gary Veynerchuck "What's the ROI of your Mother?". I love this question becuase I think that there is a lot of truth in it. There are things you just can't measure (or it is very, very complicated). And this is true for almost every emotional and subjective activities and values. 

 

But of course this answer wont satisfy any person that is responsible for the investments made within an organisation. So, what is the ROI of a game mechanic?

 

Honestly? I don't really know. It depends of the activity you're using the mechanic for, the people that are engaging with it, the level of intensitiy you are implementing it, the 'rewarding' consequences, and so on. Despite the fact that most people are looking at using game mechanics just to collect points, levels and badges and think that this is the purpose of game mechanics I have to say that I wish it would be so easy. Because than, it would be a lot easier to talk about a ROI. 

 

But (fortunately, because this is it where I see the amazing potential of using game-design-thinking) points, badges and levels are just some tools within a large toolbox. I believe that the purpose of gamification is to develop intrinsic motivation or to say it in other words: a strong engagement and commitment.

 

So, we are talking about something difficult to measure, right. There are already some very interesting approaches, developed by the psychology area, to provide management-tools concerning the state and progress of the motivation of employees.

 

For example Deci & Ryan wit their self-determination theory. The difficutly will be to combine these approaches with actual management tools. From my point of view one of the ost important problems to solve here: Most management-tools and of course company goals and so also the incentive-models for employees are short-term oriented. Working with tools in the area of motivation, improving skills and an intrinsic engagement is like running a marathon. But most of actual used management-tools are rather for sprints than for marathons.

 

So, I'm looking forward to early adapters that are implementing game mechanics into their busoiness without thinking at the ROI of it. After some period perhaps we are able to use the 'approach to human motivation and personality' by Deci & Ryan to measure something a 'before and after' of using Gamification or better 'motivational-design'. 

I know this is not really a ROI in the economic sense but it will be an approach, right?

 

Let me know what you think about this. Or, do you know about some kind of ROI- measurement for employee satisfaction? Better: employee fulfillment?

 

Looking forward to your comments, bye, Roman


Via Roman Rackwitz
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leo.sorge's comment, March 20, 2012 4:55 AM
I don't take the trivial expression "game mechanics Roi". However, I try to show how to achieve it.

When we say something-Roi we compare a traditional Roi with a new Roi. So we need to be on a boundary.

The elements to be considered here are pre-socialmedia-business, socialmedia business, gamified business.

If you start with a gamified experience directly, you have all of your metrics under control (tactically) but you have no way to measure a difference of Roi, so you can't compare.

If you have a brave-old business the situation is the same: you only have one Roi, so you can't compare.

So, asking for game-mechanics Roi implies that we have a previous, non-gamified business Roi that we compare to a gamified Roi. And Roi is Roi, it's as easy as counting the fingers in your hand, because gamification is not a game changer (please, applaud to my word... game). Not being satisfied with the Roi of gamification implies not being satisfied with the definition of Roi itself: this is the main problem of today's business: we don't have clear business metrics.

Let me give some overall thoughts.

First, I believe Roi should not be used outside of its original environment, i.e. I invest fresh money and I count how much fresh money I earn more in the time unit of one year.

Second, I believe that the uncertainty of metrics comes from too easy an analysis. The analysis superficiality is, in turn, a heritage from old economy metrics, such as Roi (in general), dollar-per-terabyte (still used by CFOs to evaluate storage systems), or static TV audiences.

I recently had the chance to collaborate to Social Media Roi, a book by Vincenzo Cosenza (Apogeo 2012). Gamification is NOT a media but a bunch of tactic tools (than can converge or diverge according to the quality of your strategy), but we anyway use the same doubts and mistakes.

Old economy, old media, distinction between social/digital and old media bring wrong metrics such as Roi, $-per-stg, and static audience.
Roman Rackwitz's comment, March 20, 2012 5:16 AM
Hi leo.sorge. Great comment. Thx.

I didn't want to use the ROI outside of its original environment. You are aboslutely right. It's about investing fresh money and than to count how much fresh money I earn more in the time unit of one year.
That's what I thought about. But I see that I didn't write it. Sorry about that. My concerns were about the need for the responsible persons to justify their investments into the approach of gamification in front of their bosses. And because of that it's needful that to measure its impact before and after.

But of course you are right: I totally agrree with you that the uncertainty of metrics comes from too easy an analysis. The old ways are not efficient enough anymore.

Thanks for the tip of the book 'Social Media Roi', by Vincenzo Cosenza (Apogeo 2012). I'll order it.
Rescooped by Marie Deslypper from BuzzGame
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REGARDS SUR LE NUMERIQUE | Des jeux pour sensibiliser à l'avenir de la planète

REGARDS SUR LE NUMERIQUE | Des jeux pour sensibiliser à l'avenir de la planète | jeuxetbonheur | Scoop.it
Dans la catégorie « Game Design », deux équipes françaises défendent cette année les couleurs de la France à Imagine Cup : il s'agit de Swifteam et de l'équipe Ecosia, deux groupes d'étudiants qui ont en commun d'explorer une nouvelle manière de...

Via Jindra Kratochvil, Fabien Cleenewerck
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Gamification for Communities: Interview with Badgeville CEO

Gamification for Communities: Interview with Badgeville CEO | jeuxetbonheur | Scoop.it

Interview with Kris Duggan, the CEO and co-founder of Badgeville, a social engagement and gamification platform for incenting positive


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Why Play For Business is Not a Distraction But a Solution

Why Play For Business is Not a Distraction But a Solution | jeuxetbonheur | Scoop.it

Whenever you are observing just born animals, 'Playing' is one of their first activity. And, within their species, they always know exactly how to play. Why? Because 'Mother Nature' has built it into our DNA. Play is being used as nature's learning engine.

 

But it doesn't stop here. It is also the internal learning engine for us humans, isn't it? Or, who can deny that Play captures the better part of our childhood? That it is Play that let us discover most of the human behavior arround us? That it is Play that let us learn how to loose for the first time? That is is Play that provides us with our first challenges to overcome and to progress by try and failure?

 

To survive as a species means to be able to adjust ourselves to changing conditions, right? And the only way this worked for the last 200.000 years was our ability to learn. That's it why evolution outfits us with an internal rewarding system ever since the beginning of humankind . And one of the highest 'level' of reward is the flush of dopmanine inside our brain by overcoming a tough challenge --> called 'learning'.

 

So, if playing is a basic element for our species to survive, how can it be a distraction?

 

So, I believe that using game-design-thinking inside your company doesn’t change your business priorities. Instead it is about taking advantage of our most reliable human natures. So, the biggest challenge is to find a way to merge work and play

to encourage the behavior of your employees AND customers in a way that feels just natural. Engaging and fulfilling.

 

And please, this is not some kind of marketing activity that wants to trick people to do something they don't want to do (even if a lot of marketing agencies will try this in the future).

"Games produce positive emotions (even failling can be positive within a game), stronger social relationships, a sense of accomplishment and a chance to build a sense of purpose." (Michael Wu, Science of Social)

 

In the future I will post more about the science of games, why I believe in its 'business-potential' and how to apply it to your area of activities.

 

At the end of these posts and my own research I want to bring it all togehter and to write it down in a book. Therefore I'm looking forward to your comments, thoughts, doubts, objections, examples, and more. It would be great if the book, at the end, will be an example by itself of some kind of social interaction of some interested peoples out there.

Please let me know what you think about the subject of gamification, coming up theories and more.

 


Via Roman Rackwitz
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