The Gamification of the Workplace

gamificationI have been studying and learning new terminology for motivating Millennials and Gen iY’s in the workplace.

It’s called “gamify” or “gamification.”  Gamification is when employers create a behavioral rewards system for accomplishing small achievements on the job.   Similar to earning a badge for learning to tie a knot in the Boy Scouts or earning a new skill in a RPG (role playing game), the employee receives a small, visual award for a small job well done.

Gamification awards are things such as:

  • Accumulating points on the company’s online profile page,
  • Earning badges/awards which are then posted on the entrance of your office,
  • Posted magnetic dots on a publicly displayed board showing level-ups earned,
  • Or an icon showing up on the company’s and employee’s social media profile displaying their work. (Think FarmVille for your workplace goals.)

This phenomenon is a further embracing of the gaming culture of our young adults and demonstrates how powerful these motivators are becoming.

I worked for three years in sales and I can easily remember a huge whiteboard right in the center of our call center listing each team member’s name.  Each time you sold a product you were to go and write down your sales on the board so the managers could spot-check our progress each day.  I personally hated that board.  It was probably because I was not very good at sales.  The company eventually took the board down because it resulted in antagonism between the sales force and did not encourage a healthy sense of competition.

Gamifying the workplace seems to be a different twist on that sales board strategy.  My question is whether this enhances job performance or turns labor into playtime.  Advocates for gamification suggest that turning labor into a game is precisely the point.  If an employee feels more motivated, regardless of the means, the company’s bottom line improves.

I wonder how younger leaders in church ministry will implement gamification into church-based ministry strategies…if that is even possible.  A new horizon awaits.

 

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One thought on “The Gamification of the Workplace

  1. It will be interesting to see this generation work through the paradox of receiving something ‘real’ versus receiving an ultimately worthless and highly disposable ‘badge.’ The generation next seems to call for both simultaneously and reserves the right to reject either or both offerings depending on the mood of the day. I am finding the research on millennials is beginning to reverse itself and the confident assertions of yesteryear are being questioned or refuted (see http://www.qideas.org). So confusing!

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