CO SCI 136 Lecture Notes - Lecture 10: Employee Engagement, E.G. Time, Operant Conditioning
Document Summary
This process is commonly referred to as gamification. Gamification has potentially wide applications in contexts such as healthcare, sustainability, government, transportation, and education, among others. There are warnings that about 80% of gamified applications will fail to meet business objectives, primarily because processes have been inappropriately gamified. A likely reason for this is a lack of understanding of what gamification is, how gamification works and, more specifically, how to design gamification experiences that inspire player (e. g. , employee, customer, citizen) behavior changes and result in desirable outcomes. Gamification is the application of lessons from the gaming domain to change behaviors in non-game situations. Gamified" experiences can focus on business processes or outcomes. Today"s firms can request and generate previously unattainable amounts of data about people and their opinions, feelings, and behavior. Gamification can change stakeholder behavior because it taps into motivational drivers of human behavior in two connected ways: reinforcements and emotions.