Enterprise Gamification
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Gamification: 80% failure or 100% success? PDF Print E-mail
Written by Mario Herger   
Tuesday, 18 December 2012 06:07

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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The Gamification of Loo Or Why are Boys so Obsessed With Potty Humor? PDF Print E-mail
Written by Mario Herger   
Sunday, 02 December 2012 19:23

Amsterdam SchipholOne 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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Why we should be thankful for the IDF blog's gamification PDF Print E-mail
Written by Mario Herger   
Sunday, 02 December 2012 11:02

USS Hornet leader board"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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How Labor And Data Privacy Laws Influence Gamification PDF Print E-mail
Written by Mario Herger   
Friday, 23 November 2012 14:25

If it is really funnyWith 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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The Framing-Problem of Gamification-Criticism PDF Print E-mail
Written by Mario Herger   
Wednesday, 21 November 2012 06:05
TwentyTwenty.atThis 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 from

The 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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Danish State Railways Gets Gamified with Echo.it PDF Print E-mail
Written by Mario Herger   
Thursday, 15 November 2012 19:25

You know you are in trouble as a private company, when even a state-owned corporation has higher customer satisfaction and employee engagement than you. And all this without spending a single Dollar or Euro more on wages or bonus (which we learned from Dan Pink and several studies would not work anyways).

I am speaking of the Danske Statsbaner DSB (Danish State Railways), a reliable, and old-school institution founded in 1885. We hear or talk (read "complain") about such public services mostly then, when something went wrong. Nobody is cheering, when the train is on time. But the outcry comes immediately, when trains are late – and in most cases not at fault of the company.

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Study: Gamifying Collaborative Decision Making PDF Print E-mail
Written by Mario Herger   
Thursday, 15 November 2012 07:22

University of TorontoMaking decisions was never easy. In a more and more unpredictable world it becomes very tough. Add distributed teams across the globe to that mix and making sound decisions may become impossible. This problem was the right challenge for Mohammad Ali Moradian, Kelly Lyons, and Maaz Nasir, three computer scientists from the University of Toronto.

They wondered how they can engage people to participate fully in an online collaborative decision-making activity, while simultaneously juggling their busy schedules. The scientists decided to use two decisions tools - one for brainstorming, the other for fast focus - and integrate them together with game mechanics into the social media platform SAP Streamworks.

Attachments:
FileDescriptionFile size
Download this file (Gamifying_StreamWork_Poster_AliMoradian.pdf)Gamifying_StreamWork_Poster_AliMoradian.pdf 2969 Kb
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Enterprise Gamification Newsletter - November 2012 PDF Print E-mail
Written by Mario Herger   
Wednesday, 07 November 2012 19:37

Enterprise Gamification - Book CoverA lot of gamification-stuff is going on, the year 2012 is closing out with some more gamification related events: first the Gamification World Asia/Pacific in Singapore with 2 gamification workshops (one by Koji Fukada from Yumemi, and the other one conducted by myself) and a roster of interesting speakers is coming end of November, and then the Socialize12 in Tel Aviv with a track on gamification and a related workshop (also by myself) in the first week of December. I will be speaking and moderating panel discussions there as well. Here are the details:

Events
Gamification World Asia Pacific 2012 (Nov. 28th-29th, 2012) - Singapore
Masterclass A (Koji Fukada) - Nov. 27th, 2012 - Singapore
Masterclass B (Mario Herger) - Nov. 30th, 2012 - Singapore

Socialize12 - Dec. 4th-5th, 2012 - Tel Aviv

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