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NHRD April 2013.pdf - National HRD Network

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So how do you start “play?”<br />

Work becomes play when the task is so<br />

satisfying and rewarding that its mundane<br />

nature is of secondary importance. Here is<br />

a quick checklist that you need to address<br />

before you GAMIFY processes at your<br />

workplace.<br />

1. Goals: A common mistake is to get<br />

so preoccupied with “techniques”<br />

that you don’t think sufficiently about<br />

the problem you’re trying to address<br />

through the gaming solution. Which<br />

core processes or strategies are the<br />

ones that gamification is expected to<br />

streamline? Are there comparative<br />

examples from other progressive<br />

organizations?<br />

2. Audience: Who is your audience? What<br />

motivates them? What aspects are likely<br />

to appeal to them? Why would they like<br />

or dislike a certain type of game?<br />

Modify: Users may get tired of the system.<br />

Organizations needs to learn to adapt as<br />

data is continuously gathered. This means<br />

that you should have a plan to modify/<br />

update new content. How can you use<br />

gamification to create greater engagement<br />

and foster the right kinds of change? How<br />

can you move to new business areas and<br />

enlarge the scope of the initiatives?<br />

3. Infrastructure: For designing the<br />

right solution, you need clarity<br />

of organizational goal, inputs on<br />

m e a s u r e m e n t a n d a n a l y t i c s ,<br />

considerations of incentives, and<br />

possibly technology expertise. Not<br />

only should you touch base with your<br />

business-line strategists and managers,<br />

you also need to develop networks of<br />

support from game designers, experts<br />

in data analytics, marketers, and even<br />

social scientists.<br />

4. Form: How do we form/design a<br />

lifelike game? How do we engage our<br />

audience through elegant design and<br />

fun? People will lose interest if they feel<br />

stuck perpetually at the bottom of the<br />

scoreboard. Similarly, people will get<br />

bored and switch off if there is little or<br />

no challenge. The game design should<br />

be such that the audience is able to see<br />

progress toward mastery.<br />

38<br />

<strong>April</strong> | 2013 <strong>N<strong>HRD</strong></strong> <strong>Network</strong> Journal

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