ABSTRACT

Research demonstrated some years ago that there is a strong positive correlation between ’play’, ’fun’ and organisational performance. More recently, organisations have started to wrestle with the idea of how to engage the skills and motivation of the video game generation; as customers and as employees. The practical application of gamification is part of the disruptive innovation that offers businesses radical new ways of working, learning and performing. In a nutshell, gamification is the concept of applying engaging elements of game theory to non-game applications. An example would be to create a game to learn something new for work. Companies need to embrace the idea of blending games with work. And in order for that to happen, gamification must have a basic knowledge base and skill set, as well as both theory and practical application of its core principles. Dale Roberts’s World of Workcraft provides the context and background to the need for and potential benefit of gamification as a means of turning a traditional corporate culture and structure into a dynamic community. He also provides guidance on how to (and how not to) introduce these concepts successfully.

part I|60 pages

Work and Play

chapter 1|16 pages

Game Changer

chapter 2|8 pages

Carrots, Sticks, Nudges and Fun

chapter 3|8 pages

Working for Free

chapter 4|8 pages

The Grindstone

chapter 5|10 pages

The Efficiency Paradox

part II|56 pages

Motivation

chapter 7|14 pages

Intrinsicity

chapter 8|12 pages

Progression

chapter 9|10 pages

Epic Meaning

chapter 10|10 pages

The Sandbox

chapter 11|8 pages

Massively Multiplayer Work

part III|28 pages

Designing for People

chapter 12|10 pages

Engagement Loops

chapter 13|14 pages

The Purposeful Play Design Process

chapter 14|2 pages

Afterword