Jose Agostinho BaitelloAcademic Faculty Member| Centro Universitario FEISao Paulo, Sp, Brazil
The goal of gamification is to motivate people to change their behaviors, develop skills, or stimulate innovation.
Gamification involves people on an emotional level which turns out to be far more powerful than any typical engagement strategy.
This site “projectmanagementcom” uses gamification (badges, influence, PMwars, PMchalenge) with great competence to make our interaction more enjoyable, fun motivating us to share our experience in projects with our colleagues.
How could these mechanisms be used in our projects? Saving Changes...
Wolfgang RathertChief Engagement Officer| pik AGZurich, Zurich, Switzerland
Feb 19, 2017 12:15 PM
Replying to Rami Kaibni
...
Very Good Point Jose.
In construction projects, we used gamification to express safety on site to people and it made a big difference when compared to words.
Hi Rami,
gamification is great (and most often used) to increase compliance. The main reason: To gamify a process, that is to create a context that drives a specific desired behavior, it is very helpful to be able to clearly define the desired behavior.
The more operational a task, the easier it is to gamify. This is the main reason why the majority of gamification applications are found in areas with very low complexity of tasks, e.g. in call centers ("follow the script"), operating software ("enter all information correctly/timely"), marketing ("click this button"), etc.
In addition, "being compliant" is typically not the most exciting of activities and benefits most from some extra motivation...
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1 reply by Rami Kaibni
Feb 20, 2017 5:07 PM
Rami Kaibni
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Hi Wolfgang,
You do have a point - However, on large construction jobs, safety issues are complicated sometimes. Yet, gamifying it through pictorial poster makes it more appealing and it was found the people comply more and the percentage of injuries on site somehow decreased.
Saving Changes...
Wolfgang RathertChief Engagement Officer| pik AGZurich, Zurich, Switzerland
Feb 19, 2017 9:30 PM
Replying to Jose Agostinho Baitello
...
Hi Karthik
This is an important part of gamification the extrinsic motivation promoted by some kind of reward (material reward). There is a great challenge today in promoting conditions to people have intrinsic motivation, some kind of internal force that make us to act spontaneously and with enjoyment and fun. As you can see it's a big challenge! Both aspects are important and a good project must make the choices and balancing according to each specific situation. The situations you described are very valuable experience to add others important behavioral traits and then improve your projects. Congratulations!
Hi Jose
I suggest being very careful if it comes to extrinsic motivation and material rewards. Especially monetary awards are known to backfire (see http://bit.ly/DanPinkDriveRSAYoutube).
Gamification is purely about intrinsic motivation. You want to engage people by satisfying needs. Of course, you will not get along without a layer of extrinsic rewards, the famous "points, badges, and leaderboards".
The crucial point is that the visible (and manageable) elements of a gamified system are not the MOTIVES for action, but the MEDIA for feedback. You are e.g. driven by the (intrinsic) desire for mastery, and the (extrinsic) points and badges you earned are an indication of the level you have already reached. Your (intrinsic) motivator may be to relate with other people, and the (extrinsic) indicator of the size of your network will demonstrate how connected you are.
Simply adding a layer of visible gamification elements without targeting intrinsic needs will most often still work in the short run (people are always curious), but most likely fails in the long run... Saving Changes...
Wolfgang RathertChief Engagement Officer| pik AGZurich, Zurich, Switzerland
Hi Jose,
This is a great question, as (in my opinion) project management is (next to change management) currently the most promising area to apply gamification. Especially, if we are talking about complex projects.
The main reasons:
- Projects are everywhere. And many (large) projects fail (http://bit.ly/2lEIEeY) - Project success depends on engaged agents that contribute to the project.
- If projects are complex, they cannot be managed top-down.
Gamification, if done well, is an approach to control/trigger behavior and attention by designing a context that allows agents to focus on what is relevant. This enables self-organization and takes the burden of "managing" a project away from the manager (who cannot "manage" a complex project anyway).
The core 'ingredient' of a gamified system are the feedback mechanisms it implements. Timely and accurate feedback, including an appropriate visualization, shows the agents where they stand. In order to work in a project context, relevant KPIs are crucial. Defining the right indicators to observe is where the experience and knowledge of management come into play.
Another crucial element is the scope of decision-making powers of the agents. As relevant information in a complex project is distributed, a major advantage of gamification would be to motivate everybody to contribute their knowledge and insights. Again, designing a context that promotes self-organized information gathering and sharing (instead of using centralized reporting systems) would increase performance and relieve management at the same time.
Many tools that implement game design thinking, from Kanban boards to planning poker, are already being used in the context of agile project management. For more complex tasks, gamification mechanisms like prediction markets are powerful tools to help manage projects "by design".
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1 reply by Jose Agostinho Baitello
Feb 24, 2017 11:36 AM
Jose Agostinho Baitello
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Hi Wolfgang
I really enjoyed your settings about gamification in the context of projects. All the points you have listed are very important and timely in the current context of projects and I fully agree with all of them. I would also add the fact that projects are increasingly physically distributed across many locations and even countries, making face-to-face contact less and less present and being replaced by online tools and groupware resources. Gamification in this context can also contribute to foster engagement, motivation by providing feedback mechanisms on KPIs facilitating learning for self-management.
Senior Projects Manager | Field & Marten AssociatesNew Westminster, British Columbia, Canada
Feb 20, 2017 3:21 PM
Replying to Wolfgang Rathert
...
Hi Rami,
gamification is great (and most often used) to increase compliance. The main reason: To gamify a process, that is to create a context that drives a specific desired behavior, it is very helpful to be able to clearly define the desired behavior.
The more operational a task, the easier it is to gamify. This is the main reason why the majority of gamification applications are found in areas with very low complexity of tasks, e.g. in call centers ("follow the script"), operating software ("enter all information correctly/timely"), marketing ("click this button"), etc.
In addition, "being compliant" is typically not the most exciting of activities and benefits most from some extra motivation...
Hi Wolfgang,
You do have a point - However, on large construction jobs, safety issues are complicated sometimes. Yet, gamifying it through pictorial poster makes it more appealing and it was found the people comply more and the percentage of injuries on site somehow decreased. Saving Changes...
Thirukkumaran NTProject Deputy Manager| Adani Gas LtdCoimbatore, Tamil Nadu, India
Thank you Wolfgang Saving Changes...
Jose Agostinho BaitelloAcademic Faculty Member| Centro Universitario FEISao Paulo, Sp, Brazil
Feb 19, 2017 9:30 PM
Replying to Jose Agostinho Baitello
...
Hi Karthik
This is an important part of gamification the extrinsic motivation promoted by some kind of reward (material reward). There is a great challenge today in promoting conditions to people have intrinsic motivation, some kind of internal force that make us to act spontaneously and with enjoyment and fun. As you can see it's a big challenge! Both aspects are important and a good project must make the choices and balancing according to each specific situation. The situations you described are very valuable experience to add others important behavioral traits and then improve your projects. Congratulations!
Hi Wolfgang
I completely agree with your comments. They are very important!
In my research I’m trying to use a Structural Equations Model to detect the influence of factors like immersion, playfulness, enjoyment, socialization on the attitude and intention to action (knowledge sharing in the community ProjectManagementCom.
I submitted a survey to members of this community but quantity of participants is not yer sufficient to run the statistics. I appreciate if you could help me answering the questionnaire and if is possible inviting some people of your network to collaborate with this research
The link to my survey is:
Jose Agostinho BaitelloAcademic Faculty Member| Centro Universitario FEISao Paulo, Sp, Brazil
Feb 20, 2017 3:05 PM
Replying to Wolfgang Rathert
...
Hi Thirukkumaran, here is a great (and very simple) example of gamification in a factory environment: http://bit.ly/2lzSQ8f
Hi Wolfgang
I completely agree with your comments. They are very important!
In my research I’m trying to use a Structural Equations Model to detect the influence of factors like immersion, playfulness, enjoyment, socialization on the attitude and intention to action (knowledge sharing in the community ProjectManagementCom.
I submitted a survey to members of this community but quantity of participants is not yer sufficient to run the statistics. I appreciate if you could help me answering the questionnaire and if is possible inviting some people of your network to collaborate with this research
The link to my survey is:
Jose Agostinho BaitelloAcademic Faculty Member| Centro Universitario FEISao Paulo, Sp, Brazil
Feb 20, 2017 4:31 PM
Replying to Wolfgang Rathert
...
Hi Jose,
This is a great question, as (in my opinion) project management is (next to change management) currently the most promising area to apply gamification. Especially, if we are talking about complex projects.
The main reasons:
- Projects are everywhere. And many (large) projects fail (http://bit.ly/2lEIEeY) - Project success depends on engaged agents that contribute to the project.
- If projects are complex, they cannot be managed top-down.
Gamification, if done well, is an approach to control/trigger behavior and attention by designing a context that allows agents to focus on what is relevant. This enables self-organization and takes the burden of "managing" a project away from the manager (who cannot "manage" a complex project anyway).
The core 'ingredient' of a gamified system are the feedback mechanisms it implements. Timely and accurate feedback, including an appropriate visualization, shows the agents where they stand. In order to work in a project context, relevant KPIs are crucial. Defining the right indicators to observe is where the experience and knowledge of management come into play.
Another crucial element is the scope of decision-making powers of the agents. As relevant information in a complex project is distributed, a major advantage of gamification would be to motivate everybody to contribute their knowledge and insights. Again, designing a context that promotes self-organized information gathering and sharing (instead of using centralized reporting systems) would increase performance and relieve management at the same time.
Many tools that implement game design thinking, from Kanban boards to planning poker, are already being used in the context of agile project management. For more complex tasks, gamification mechanisms like prediction markets are powerful tools to help manage projects "by design".
Hi Wolfgang
I really enjoyed your settings about gamification in the context of projects. All the points you have listed are very important and timely in the current context of projects and I fully agree with all of them. I would also add the fact that projects are increasingly physically distributed across many locations and even countries, making face-to-face contact less and less present and being replaced by online tools and groupware resources. Gamification in this context can also contribute to foster engagement, motivation by providing feedback mechanisms on KPIs facilitating learning for self-management. Saving Changes...
LORI WILSONRETIRED - Technical Project Manager| RETIRED - LifePoint HealthClarkston, Wa, United States
It sounds a lot like motivational interviewing and the 5 stages of change to me! Saving Changes...