Friday, May 17, 2019

Gamification

70 percent of global organizations will have embodied gamification into at least one element of their teaching program by 2014 according to research unshakable Gartner. Gamification, put simply, is the use of game theory in platforms of interaction with employees, customers and the wider community. The advent of game technology allows training providers to integrate the positive reinforcements of gaming into the learning environment.While whatsoever may roll their eyes and make roughly assertion that big business is kowtowing to the younger crowd or that gamification is a passing fad, others embracing it and creating dedication among customers and higher engagement among training participants. A common discussion among training specialists is the cost-effectiveness of training as some studies show that participants retain a mere 10% of content. Indeed, the prospect of sitting all day audience to someone talk about a topic that you have lilliputian interest in would stress an yones tenacity for undivided attention.So while some readers would have already disengaged with this article (because they have little interest in the topic, maybe gamification would have been a better way to engage the nay-sayers to gamification) let us look further at why gamification works Games give us real time feedback, if a participant channels something wrong they argon corrected immediately. It does not cargo deck for the participant to get back to the workplace, wait for the scenario to arise and fail with real-world clients or profits at stake. Games involve problem solving, which sparks our creativity.Games provide us with free rein and enjoyment, which increases the motivation to continue playing and maintain our attention. Games involve goals which provide us with the motivation to complete the tasks. Games be based on storylines, storylines create affiliation and emotional attachment. Gamification could effectively destroy the need for those dreaded mathematical operation appraisals be it yearly or quarterly. As the human resource professional in the organisation we are viewed as the uncool ogre come performance appraisal time. The line managers hate them, the employees fear them and we get sick of reminding everyone to do them.Gamification take the performance appraising away from line managers through developing a standardised inventory of correct answers, the employees are given goals promoting competition between departments, which increases social interaction between employees. The gamification pulls employees in rather than us as HR practitioners and leaders having to push the process onto them. It is amazing what a gold star can actually do. Positions that have KPIs can now be sink up as a game to beat your highest score, beat your co-worker with relevant rewards tied to it.

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