1. Introduction
Gamification offers immediate indication of goal achievement. It is the use of game mechanics in non- game contexts to engage the users in solving problems. It improves the perceived ease of use of information systems. Gamification designers address the user as player to indicate that the motivations of the player are in the center of the gamification design. Gamification as a business practice has exploded over past two years. Organizations are applying it in areas such as marketing, productivity enhancement, sustainability, training, health & wellness, innovation & customer engagement.
2. Objective of the Study
To analyze the psychology and motivation behind the games and its application in organizational context.
To
…show more content…
Can gamification result in moral and ethical problems?
4. Methodology
Primary Research: Online survey to get a first-hand idea of the effectiveness of the gamification techniques used by various organizations.
Secondary Research: Analyze various gamification techniques used by various organizations in the past and study its reach and impact. Study available journals and case studies to understand gamification procedure and scope.
5. Game Design
In modern business practice, game mechanics and game design are used to influence and reward target user behaviors. Game mechanics work as a catalyst for making technology more engaging by influencing user behavior and social interaction methods. Gamification helps find out the factor which motivates the employee and can help to understand the behavior. Gamification induces a sense of sharing among the employees and it applies the dynamics and mechanics of psychology that makes the games engaging.
5.1 Factors of Gamification
Game Design: Games are internal logic in mind. In case, games are not logical and do not provide a warning, it fails to engage the user for a
…show more content…
External rewards are good if they are associated with internal psychological requisite of the user. It is much more effective to practice intrinsic motivators like social competition and continuous feedback highlighting achievements and mastery levels.
Badges: Gamification techniques when embedded into social applications take account of badges signifying different level of achievements when participation milestones are touched.
Leaderboards: Businesses these days use Leaderboards in different areas to benchmark the performance. People normally like to validate if they are performing well as per expectations or not. Leaderboard helps people to know where they stand comparative to their colleagues thereby inculcating a spirit of competition.
Point Systems and Scores: Besides rewards and incentives, other viable ways to motivate and encourage the desired behaviors by earning points and further chance to win the awards and incentives. Game player earn points based on level of participation. Points come in many different forms like redeemable points, Skill, karma and Reputation
McGonigal builds up her explanations more sufficiently by using logos appeal again when she talks about vicarious pride. In doing so, she provides readers with reliable data and diverse information. Firstly, she suggests her points that “It’s no surprise that mentoring our friends and family in gameplay makes us happy and brings us closer together” (McGonigal 87). Then, she refers to Paul Ekman, a pioneering emotions researcher and an expert on the phenomenon of naches. Ekman explains that “this particular emotion is also likely an evolved mechanism, designed to enhance group survival” (McGonigal 87).
If you didn’t do good you shouldn’t get a reward for doing bad. That’s like getting a cookie for bad behavior, and that never happens right? It doesn’t make any sense. Sure it makes you feel better but you would feel even better if you beat everyone and got a big trophy that you actually earned. But others Disagree and think they should get participation trophies.
They also promote lazy behavior and thinking simply showing up you deserve something. From about age five and on people generally start to get more competitive, giving out prizes for nothing can dull this and slow them down in life. Stated directly from the text above trophies that are given out for participation are meaningless. a prize is ment to be
In the article Dream Machines, Will Wright tries to persuade his audience to understand that video games have positive effects on the players, such as creativity, community, self-esteem, and problem solving. Wright gives many great reasons and evidence throughout his article supporting his claim. Wright shows an example and reasoning of how games help with problem-solving skills.
If the organisation succeeds with setting a goal that all the employees in the group feel that they want to contribute to and that they together with the group are able to achieve, the organisation can with help of group rewards decrease unhealthy competition. We believe that group based reward system are a way to organisation to implement team spirit as a part of the workday. The most expressed advantage with using a team based reward system is that it promotes cooperation between the employees in an organisation. One common reason for an organisation to choose to reward on a group level can be because if the work is being done in group it is easier to reward the group as
For employees, things that aren’t intrinsically interesting requires extrinsic rewards to motivate. Employees can be motivated by extrinsic rewards such as additional monetary compensation, gifts, gift cards, or other monetary rewards. These types of rewards could lead to improved performance and higher motivation. It would also motivate a worker, but only satisfies the person’s lower-level needs. The flip side to this type of motivation stimuli, employees will want the same or better reward to maintain the same level of motivation and performance outcomes.
For many teenagers in our world today, playing video games may be a huge part of their daily lives. In contrast, many individuals think playing violent video games will not be safe for kids. However, research has shown that video games have solved some of science’s biggest problems. Teens could someday cure diseases. Also, kids who play violent games are being “exposed” to what war may be really like.
The use of technology in the present generation has a positive effect on teenagers and it is beneficial for the economy. These technological devices and services are better sources for learning, for fun and entertainment for the youth which can help them to release the daily stresses of life. These technological gadgets and gaming may enhance creativity, investigating skills and strategic thinking of an individual. It may also help in developing good attitudes and positive outlooks of moving ahead in life notwithstanding of any obstacles. The following studies support the positive effects of the technology.
Conclusion Towards an Evaluation of Gamification Praxis Kapp, Blair & Mesch (2014) stated that there are several reasons to engage gamification successfully into the teaching and learning practices: First, gamification has to be used in a way that allows for creating interaction and interconnectivity among the learners. Second, it has to foster motivation and promote engagement in the learning activities. Third, it has to facilitate the execution of critical thinking skills. Fourth, it should invite a positive behavior change in the learners.