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The U.S. military's "America's Army"
video-game recruiting tool |
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Executive summary:
By 2014, a gamified service for consumer
goods marketing and customer retention will become
as important as Facebook, eBay or Amazon, and more
than 70 percent of Global 2000 organizations will
have at least one gamified application. An example:
the U.K.'s Department for Work and Pensions
innovation game Idea Street and the U.S. military's
"America's Army" video-game recruiting tool.
Edited by Peter Horn
By 2015, more than 50 percent of organizations that manage
innovation processes will gamify those processes, according
to Gartner, Inc. By 2014, a gamified service for consumer
goods marketing and customer retention will become as
important as Facebook, eBay or Amazon, and more than 70
percent of Global 2000 organizations will have at least one
gamified application.
"Gamification describes the broad trend of employing game
mechanics to non-game environments such as innovation,
marketing, training, employee performance, health and social
change," Gartner analyst said Brian Burke.
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"Enterprise architects, CIOs and IT planners must be aware
of, and lead, the business trend of gamification, educate
their business counterparts and collaborate in the
evaluation of opportunities within the organization."
The U.K.'s Department for Work and Pensions has created an
innovation game, Idea Street, to decentralize innovation and
generate ideas from its 120,000 people across the
organization. Idea Street is a social collaboration platform
with the addition of game mechanics, including points,
leader boards and a "buzz index." Within the first 18 months,
Idea Street had approximately 4,500 users and had generated
1,400 ideas, 63 of which had gone forward to implementation.
Further examples include the U.S. military's "America's Army"
video-game recruiting tool, and the World Bank-sponsored
Evoke game which crowdsources ideas from players globally to
solve social challenges.
Higher levels of engagement
The goals of gamification are to achieve higher levels of
engagement, change behaviors and stimulate innovation. The
opportunities for businesses are great – from having more
engaged customers, to crowdsourcing innovation or improving
employee performance. Gartner identified four principal
means of driving engagement using gamification:
1. Accelerated feedback cycles. In the real world, feedback
loops are slow (e.g., annual performance appraisals) with
long periods between milestones. Gamification increases the
velocity of feedback loops to maintain engagement.
2. Clear goals and rules of play. In the real world, where
goals are fuzzy and rules selectively applied, gamification
provides clear goals and well-defined rules of play to
ensure players feel empowered to achieve goals.
3. A compelling narrative. While real-world activities are
rarely compelling, gamification builds a narrative that
engages players to participate and achieve the goals of the
activity.
4. Tasks that are challenging but achievable. While there is
no shortage of challenges in the real world, they tend to be
large and long-term. Gamification provides many short-term,
achievable goals to maintain engagement.
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Read more:
www.gartner.com
http://innovate-apps.direct.gov.uk/spark/
http://www.americasarmy.com/
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