ADVERTISEMENT
Filtered By: Scitech
SciTech

The measure of man: 'Gamification' is how we'll live—and work—in the future


+
Add GMA on Google
Make this your preferred source to get more updates from this publisher on Google.

Think playing video games is just a waste of time? Think again: it just might be how we'll be spending our lives in the not-so-distant future. And it might even offer insights into how businesses should be run.

At least that's what PHD's latest book "Game Change" claims, as it noted several ways game mechanics can be applied to a running a business.

"It is now becoming increasingly clear that, if employed correctly and not superficially, game mechanics can help to generate the levels of engagement required for this new working world.” said co-author and PHD worldwide strategy and planning director Mark Holden.

Other authors of the book include Craig Atkinson, Malcolm Devoy, Frances Ralston-Good, Chris Stephenson, and writer Alasdair Reid.



Holden also said it is no longer enough to expect people within any organization to give the best part of their waking lives for money alone.

"People, especially the younger generation, are seeking more meaning from their working lives. And it is important that organizations start to take this on board," he said.

According to PHD, some one billion people spend at least one hour every day playing computer and video games, even as seven billion hours by one billion gamers is up for grabs in the “Engagement Economy.”

It added gaming has the ability to create meaning and motivation relevant to the target market, and this leads to engaged audiences and ultimately, increased revenue.

The book cites examples of “gamification” such as Nike+, Guinness and Heineken and from sectors including finance, such as Mint.com. 

PHD said it implements a “gamified” global operating system, with more than 2,500 staff in 76 countries "collaborating and playing on a leaderboard at work."

For her part, Jane McGonigcal, "Game Change" foreword author, game designer and author of New York Times bestseller "Reality is Broken," said innovative systems like Source empowers employees to gamefully tackle daily challenges that excite and interest them most.

This in turn helps them realize their strengths, and improve employee engagement and output. — TJD, GMA News