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Gamification – The Best of Both Worlds

Posted December 19, 2016 by Jonathon Jackson


It’s easy to lose yourself in a different environment when traditional reality isn’t very attractive to you.

Many experts believe that gaming endears itself to people because it offers them the ability to experience life in a gratifying and fun way that traditional reality often cannot or will not accommodate.

“Reality doesn’t motivate us as effectively,” writes game designer and author Jane McGonigal. “Reality isn’t engineered to maximize our potential. Reality wasn’t designed from the bottom up to make us happy. . . games are providing rewards that reality is not. They are teaching and inspiring us in ways that reality is not.”

Other game experts agree. Authors Janaki Kumar and Mario Herger point out that many aspects of gaming are clearly more attractive than traditional reality. For example, games always feature a meritocracy, or promotion based on performance. That means a gamer’s achievements determine whether or not he or she will advance – and, of course, that’s not always the case in real life, particularly in the workplace.

There’s long been a disconnect between gaming and traditional reality. Gaming is still seen by many people as a waste of time and energy, as we saw this past summer in the reaction to the Pokémon GO phenomenon.

But the truth is, Pokémon GO was the successful incorporation of a gaming environment into our reality. It got users outside and encouraged them to explore and be social, and what’s wrong with that?

We really can have the best of both worlds. After all, if a gaming environment allows us to be taught, engaged, inspired, supported and rewarded, why would we not embrace that? It’s proof that real-world problems can be solved in the same way that game problems can be.

That’s called gamification. Gabe Zichermann, in a keynote presentation at The Gamification Summit in 2011, said that gamification is “the process of using game thinking and game mechanics to solve problems and engage users.” Now, five years later, organizations around the world are realizing the benefits of incorporating gamification processes into their workplaces to spur motivation and performance.

There’s a growing amount of evidence to prove that people can be inspired to do more, and to do it better, through gamification. It can be used to help people with knowledge acquisition, skill development, social interaction and behaviour change, and it increases productivity.

At ODScore Inc., we understand gamification, we understand organizations, and we can help you to develop a winning strategy built around gamification and goal attainment.

To learn much more about Gamification, please download our White Paper titled “Turning Pleasure into Business – Gamification in the Workplace.”







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