Clinamenic
Binary & Tweed
"Turn anything your team needs to know into deceptively simple, highly effective mobile games proven to level up workers quickly."
Yeah I see your point about the term gamification, and how it evokes a sense of leisure and play that most people don't associate with work-like tasks, even though they do, as you say, share these essential aspects of parameterized rewards.I think a lot of what is called gamification could be called "making the reward function more salient/prominent over the course of an activity" (not delayed til weeks later when you get a paycheck, e.g.).
I support this thread, mind you, it's a good discussion, and it's fine if we call "making the reward function more salient" gamification, but I think that people sometimes think about this as a major, discrete, qualitative shift—from "reality" to "game." And my model is that it's just cranking up a knob or two
The question becomes, "How is this different than organizational psych, normal functioning of business, micro-economics, etc"I think of gamification most generally as the process of engineering an experience to incentivize certain behaviors, and in that sense it pertains to complex video games and workplace dynamics alike. But again the term itself may lose/confuse people.
Yes!So a game in this general sense is any experience wherein certain behaviors are incentivized over others, as opposed to some hypothetical experience wherein no given behavior is advantageous over any other given behavior, which strikes me as non-existent, i.e. all experiences can be considered games according to this definition.
I think this may fit in with some of your theories @suspended.
“At some point the players themselves will find out that other approaches are not as efficient as making employees work overtime,” Fang said. “But overusing this function will lead to some key staff dying, which hastens the company’s failure.”