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Written by Mario Herger
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Thursday, 17 January 2013 20:38 |
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This is the second part of a series on the definition of Enterprise Gamification. Read Part I. Game"A game is a problem-solving activity, approached with a playful attitude.
Jesse Schell Of all the approaches of describing what play and game is, professor of entertainment technology and game design at Carnegie Mellon University, Jesse Schell nails it down in this sentence. In a nutshell: games have rules and goals (they help solve a problem), but do not have a real-world outcome. Being a millionaire in Monopoly does not make me a millionaire in real life (I wish). Being a top player in Grand Theft Auto doesn’t make me a good driver in the real world. Although it may give me a better understanding of how this works in the real world. And we will discuss simulations and serious games later in this chapter of how they help gain skills and knowledge. Games can look very different, and many scholars have tried to define the types. The categories[1] include sports, tabletop games, video games, role-playing games, business games, and simulations. Each of these categories have their own subcategories, which would be too much to delve in for our purpose. Some can be very abstract, and some come very close to a real world scenario. |
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Written by Mario Herger
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Thursday, 10 January 2013 18:59 |
Gamification lends a number of elements and techniques from areas like play, games, behavioral science, motivation, and others, that it makes sense to start with some basics and work our way up to a definition that practitioners can use.
Play“Play is manipulation that indulges curiosity.”
Jesse Schell A child taking an object and pretending it to be a car is playing. Play has no rules, no goals, and aims at no real-world outcomes (unless you consider the experience and creativity as something that will form the child). The activity itself is the purpose, it is autotelic. Play is not restricted to humans, animals play as well. In his famous essay Homo ludens. A study of he play-element in culture from 1938, Dutch historian Johan Huizinga states: Play is older than culture, for culture, however inadequately defined, always presupposes human society, and animals have not waited for man to teach them their playing. We can safely assert, even, that human civilization has added no essential feature to the general idea of play. Animals play just like men.
While we are very familiar with the playful nature of our pets like dogs and cats, it’s a little bit more surprising to learn about wild animals playing as well. Raven, bears, octopuses, and even fish engage in behaviors that satisfy the definition of play. Medical doctor, psychiatrist, and clinical research Stuart Brown[1] recounts an encounter from the Canadian far north. |
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Written by Mario Herger
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Thursday, 10 January 2013 01:33 |
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As part of PSFK's popular series of 'Future of' reports, they released a 140 page document that covers the new ways we are working and the implications for business and for workers. Available in different formats to buy or just preview, the themes of PSFK's Future of Work report cover the Ideal Workforce, Empowered Culture, Intuitive Connection and Agile Workplaces. |
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Written by Mario Herger
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Tuesday, 18 December 2012 06:07 |
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How successful is gamification? If you believe analyst company Gartner’s Brian Burke, “80 percent of current gamified applications will fail to meet business requirements.” This is a catchy headline, that has led a lot of bloggers and media to put the stamp of failure on gamification. And it is the proof for the critics that gamification designers have no clue what they are doing. But when you listened to the Gartner webinar and read the report, the picture looks more diverse, and put into context to other technologies, the story is pretty much different. Two of these technologies of the past ten years had undergone similar scorn and criticism: CRM and social media. A quick research on data and reports published about the failure (or success) rates for them will give you a déjà-vu moment. CRM failure statistics from analyst groups like Gartner, AMR Research, Butler, Forrester and others range between 18-70%, with still 49% failures in 2009, eight years after first statistical success data for CRM was published. And according to Gartner, “[t]hrough 2012, over 70 percent of IT-dominated social media initiatives will fail.“ Having attended a number of social media-related conferences in 2012 and before, I can tell you that many companies are still struggling with getting a working social media strategy in place. |
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Written by Mario Herger
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Sunday, 02 December 2012 19:23 |
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One of these things that was left out in the book “Men are from Mars, Women are from Venus” is the one about everything poo and loo and the differences between men and women in that regard. I remember those innocent days as a boy, when we tried to outrange the other boys peeing, or writing our names in the snow (yes, with what you are thinking). It seems that ever since this was the normal way of boys. Girls of course had to fail, due to a small but crucial missing piece. Psychologists referred to that later as “penis-envy.“
Technology has taken that a step further. A take on that was done with the installation of special urinals at the Amsterdam Schiphol airport in the 1990s (watch closely to see the fly in Figure 126). Dutch maintenance man Jos Van Bedoff remembered that back then in the Dutch army somebody had put small, discrete red dots in the barrack urinals, which dramatically reduced “ misaiming”. Van Bedoff suggested to do that for the airport, and plastic flies were embossed In the ceramic urinals. They helped reduce "spillage" (and cleaning costs) by 80%.
Ethymologist can actually trace that back way longer. First “insects” – bees – where seeing sported in British bathrooms in the 1890s. It didn’t stop there. Soccer fans today enjoy “scoring” goals with the “SoccerWee” by the appropriately named “The Wee Urinal Games Company.“ |
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Written by Mario Herger
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Sunday, 02 December 2012 11:02 |
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"Can gamification help us fly to Mars? Does gamification cure AIDS and cancer? If not, then this concept doesn't make sense."
That was the reaction of a colleague (if you must ask, Yes, it was a German colleague) when I started evangelizing gamification. While he didn't apply the same logic to anything he created, or any other product that came across his path, for whatever reason he felt compelled to set that standard for gamification. Back then, I felt this was kind of a hypocritical double-standard.
Having this in my mind all the time, with Foldit – the game that allowed scientists to solve the folding-problem of protein structures with the help of gamers, a task which the researchers had failed for 15 years to accomplish with mathematical and computational methods - the contribution of gamification to AIDS and cancer science finally got a check mark.
A few weeks ago the conflict between Israel and the Palestinians again went hot. From an outside perspective you keep just wondering why they cannot seem to get a break? I typically read the sad news, hope that everything will stop soon, think of friends in the region that I have and hope that they and their families are fine. That's about it, because if I as Austrian start to lecture of what I think is wrong, I won't be heard: after all it was an Austrian (Hitler was Austrian born) who paved the path to the most atrocious ideology and war crimes at this time.And I can't change the conflict anyways, or can I?
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Written by Mario Herger
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Friday, 23 November 2012 14:25 |
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With gamification turning from an obscure to a strategically important concept in the corporate world, it becomes necessary to look at the legal aspects of gamification. Especially for global corporations, but also for smaller ones, there are a surprising number of regulations to consider. Labor laws, data privacy, banking laws, but also basic constitutional rights can be pretty quickly violated through a sloppy gamification implementation and result in severe punishments. If this were not enough, many compliance requirements add to the complexity of what can or must be done. At the legal level, data privacy, labor laws, personal rights, banking laws, and many other local and international laws influence the scope of gamification. For this article, I will focus on labor and data privacy laws with a special look at Germany.
Disclaimer: I am not a lawyer and whatever legal issues I raise here is based on my own research and many conversations with co-workers, project members, corporate data privacy representatives, members of the workers’ council, and lawyers who were confronted with or are responsible for these areas. |
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Written by Mario Herger
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Wednesday, 21 November 2012 06:05 |
This Monday I was panelist at a gamification event at The Hub Vienna, organized by TwentyTwenty.at. Being a Viennese myself and having seen the potential questions beforehand, I assumed that the spin about this topic may focus too much on the negatives. And lo and behold, it quickly turned into a lively discussion with a very heavy focus on the dark side of gamification, without even discussing what the positive sides are. I found that pretty disheartening, but I tried to give a good fight and not let negativity take overhand. More about that later.
There was also a huge dissension on the panelists' understanding what gamification actually is, and it took me several hours of boring driving on the German Autobahn having the time to think about all that controversy and hopefully find the clue, where the gamification criticism comes from and where the fallacy is. I think that I cracked the problem, and have a solution for a more nuanced approach and discourse.
Where criticism comes fromThe most ardent criticism is often phrased from people that come from the gaming-side. Be they passionate gamers or game-designers or both. They breath games, they love games, they spend a lot of time playing. And only recently it has become safe for them to disclose publicly (outside their gamer- and game-design-communities) that they in fact love games. There has been a cultural shift in the perception of games, not least through the advent of gamification, education games, serious games, etc. |
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