A 2005 Columbia Business School study revealed that gamification actually increased the generation of ideas. Gamification already exists on this website such as badges for example, but should we go even further? Do you think gamification is a good idea for PM.com, and if so, what other ideas do you have? Saving Changes...
Need to keep them participating. Many have contributed for a while then stop.
Maybe some badge that represent contribution in a given time frame. So you gain the badge and if your not active for a duration you may loss it. Like a moving average.
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2 replies by Luis Branco and Sante Delle-Vergini, PhD
Dec 15, 2017 6:39 PM
Sante Delle-Vergini, PhD
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That might be a good idea Vincent, the option of losing badges. The currents badges are all ties to events rather than time based rewards.
Oct 11, 2019 3:58 AM
Luis Branco
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Dear Vincent
Refers to something similar to "Influence"?
Need to keep them participating. Many have contributed for a while then stop.
Maybe some badge that represent contribution in a given time frame. So you gain the badge and if your not active for a duration you may loss it. Like a moving average.
That might be a good idea Vincent, the option of losing badges. The currents badges are all ties to events rather than time based rewards. Saving Changes...
Eric SimmsSenior Program ManagerBaltimore, Maryland, United States
Gamification can initially encourage people to participate, but only to a point. What keeps people participating is receiving a material benefit. For example, on ProjectManagement.com getting new badges or watching our Influence Score rise is initially fun, but it soon becomes apparent these have no real-world benefit (our pay doesn’t increase, we don’t get access to special areas on the site, etc.) Therefore, why would someone want to continue expending energy on something that is clearly meaningless? Electronic games keep people returning because they offer rewards that give practical benefits - better weapons, equipment and access to increasingly skilled players as one’s own skill increases are tangible rewards for participation. In contrast, gamification in the business world usually gives only empty rewards. If we change this fact, I’m sure gamification can have much more impact in a business environment.
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2 replies by Luis Branco and Sante Delle-Vergini, PhD
Dec 15, 2017 11:08 PM
Sante Delle-Vergini, PhD
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Thanks Eric, hollow rewards are an issue for sure.
Gamification can initially encourage people to participate, but only to a point. What keeps people participating is receiving a material benefit. For example, on ProjectManagement.com getting new badges or watching our Influence Score rise is initially fun, but it soon becomes apparent these have no real-world benefit (our pay doesn’t increase, we don’t get access to special areas on the site, etc.) Therefore, why would someone want to continue expending energy on something that is clearly meaningless? Electronic games keep people returning because they offer rewards that give practical benefits - better weapons, equipment and access to increasingly skilled players as one’s own skill increases are tangible rewards for participation. In contrast, gamification in the business world usually gives only empty rewards. If we change this fact, I’m sure gamification can have much more impact in a business environment.
Thanks Eric, hollow rewards are an issue for sure. Saving Changes...
I think adding game elements can help to produce more ideas during brainstorming and engage in more discussions, without negatively affecting idea quality. Moreover people are always motivated to participate in innovation if that change will affect them personally. So by adding gamification elements to projects, the employee may see that they’re part of a bigger community.
Indeed Anish, idea generation is at the heart of innovation. Saving Changes...
Mansoor MustafaSenior PM| Government DepartmentRawalpindi Punjab, Pakistan
Sante you idea is thought provoking, Yes more people have to be engage but what if after doing all this people may attract. As many of our cleagues have suggested that diverse gamificaiton is already exists on site.
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1 reply by Sante Delle-Vergini, PhD
Dec 16, 2017 3:09 AM
Sante Delle-Vergini, PhD
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Hi Mansoor, that was the point of my original question. Granted there is gamification on the site already, but is it enough, since my premise is that 95% of the content on this site is written by 5% of the members? I use gamification as a trigger although there could be other methods, but in the context of gamification, I am wondering what else can be done to engage people.
Sante you idea is thought provoking, Yes more people have to be engage but what if after doing all this people may attract. As many of our cleagues have suggested that diverse gamificaiton is already exists on site.
Hi Mansoor, that was the point of my original question. Granted there is gamification on the site already, but is it enough, since my premise is that 95% of the content on this site is written by 5% of the members? I use gamification as a trigger although there could be other methods, but in the context of gamification, I am wondering what else can be done to engage people. Saving Changes...
Luis BrancoCEO| Business Insight, Consultores de Gestão, LdªCarcavelos, Lisboa, Portugal
It seems to me that opting for too much gamification can have an adverse effect
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1 reply by Stéphane Parent
Sep 05, 2019 12:27 PM
Stéphane Parent
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Especially if the gamification takes the form of freemium, which seems to be standard with games now: attract people with something that is free then ask for money to get additional functionality..
Saving Changes...
Stéphane ParentSelf Employed / Semi-retired| Leader MakerPrince Edward Island, Canada
Sep 05, 2019 10:22 AM
Replying to Luis Branco
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It seems to me that opting for too much gamification can have an adverse effect
Especially if the gamification takes the form of freemium, which seems to be standard with games now: attract people with something that is free then ask for money to get additional functionality.. Saving Changes...
Like agility, gamification should be a means to achieving a goal and not become the goal. So long as the focus is on generating genuine engagement and having sufficient diversity of personas to ensure the community doesn't only cater to one type of participant, further gamification might help. Of course, the ongoing care and feeding of new capabilities needs to be factored into the cost/benefit analysis otherwise you could end up with "orphaned" features. Saving Changes...