Saturday, December 7, 2013

Outline for Games in the Workplace

Title needs work. I want it to be more specific and stand out a little.

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Thesis/Introduction
Humans are not meant to operate like machines, they need work that is fulfilling. Though industrializaiton tends to take away identity, games can be a means of restoring that identity. Incorporating game elements into employee tasks has been shown to increase productivity and engagement.

I. James Paul Gee and Identity
    a. JPG syas that the classroom is inhibited by "damaged learners". Examples of "damaged learners"
    b. Examples of "damaged learners" - "I'm a slow reader," "I'm no good at math," etc.
    c. 3 step solution from JPG for "repairing" "damaged learners"
    d. The workplace is inhibited by "damaged workers" - "I work for the weekend," "I'm just here to earn a paycheck," etc.
    e. Solution for damaged workers proposed by George Bradt
    f. Video games show players taking on identities very different from their real-world identities. The same can be done in the real world.

II. The Importance of Intrinsic Motivation
    a. Quote from Yu-Kai Chou, "Everyone claims to be an expert on gamification..."
    b. This usually means a points system, leaderboard, or badges with no meaning or poorly worked into the system.
    c. Why this won't work. Chou, "80% of current gamified processes will fail..."
    d. Intrinsic motivation as real aim of gamification/employee satisfaction.
 
III. Jobs that Could Use Some Gamification
    a. There are a lot of reasons a company might be afraid to consider gamification - we work with serious contracts, huge amounts of money, etc.
    b. They might worry gamification would trivialize the work.
    c. We can see form Animal Crossing that games can help a person take something very seriously (you won't quit without saving after getting chewed out by virtual mole).
    d. Design your system to reward employees for the right things.

III. Deloitte Case Study
     a. This is not a computer company. Other big companies experiencing success are Samsung, Dell, and Accenture.
     b. What the company does.
     c. What they wanted to accomplish and how gaming helped them get there.

Conclusion
Although gamification is not the only means of motivating employees, it is a method that has been proven effective if used correctly. This may be an especially good way of motivating the upcoming workforce. Provide statistics about percentage of working population that engages in games.

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