To: Miree, Professor at AUBG
From: Georgi Ivanov
Date: November 16, 2011
Topic: Gamification in the Workplace
The paper examines a new trend in workplace design called “gamification”. Gamification is defined as using concepts derived from video games and applying them in businesses to enhance motivation, raise productivity and lower turnover.
The areas of effect discussed are motivation, cooperation, productivity and employee happiness.
The text looks at which characteristics of video games make them so engaging and translates them into examples from the workplace. It presents real examples of companies that have implemented similar techniques.
Gamification in the Workplace: A New Way to Think About Work
Georgi Ivanov
American University in Bulgaria
The workforce of today is composed of young, talented and creative people, who despite their potential are less loyal and are always on the lookout for the job that better suits their qualification. As managers continue to search for ways to attract, motivate and keep them they ask themselves what makes this generation different from the previous.
One of the things that separate us from other generations of workforce, video game addiction, has become increasingly relevant in the last decade. The college graduates that enter the labor market have played them since kids and consider them a hobby. The older generations learn about them as because of the app store which is a platform for easily accessible casual games. There is something in video games that makes people play them and create them and that something has made the video game industry the fastest growing entertainment industry today.
With millions of people playing video games and investing money in their hobby, many companies implement video game concepts in an effort to make work more engaging, raise productivity and motivation and lower turnover. The process is known as “gamification”.
To
Cited: Rachel Silverman (October 10, 2011) Latest Game Theory: Mixing Work and Play; Retrieved from online.wsj.com Charles Coonradt (September 1, 1984) How to Enjoy Work As Much As Play; Steve Keil (January 2011) “A Manifesto of Play”; Retrieved from tedxbg.com Byron Reeves (November 2, 2009) Total engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete