I was initially looking forward to this
session because it’s got the word HR in the title. But actually I didn’t learn that much about
HR applications for gamification.
(Still, it was great to meet Isidro – ‘the HR gamer’).
However what I really took away from this
session was a bit more, a new insight, actually a completely new insight into
the connections between games and gamification (something which has once again
been a little bit blurred here in Barcelona just as it was in Paris.)
If you’ve read my previous gamification
posts you’ll have seen my suggestion for the gaming and gamification process
shown above ie that we should start with a gamification process that may or may
not end up with a game, and if appropriate with choosing and designing the type
of game that’s going to be involved.
Isidro seems to see it differently.
I’ll explain:
For Isidro, gamification is an act of
humility – as it’s difficult to be able to say product or service is not
reaching its full potential. Or that we
need to increase engagement.
Gamification is useful as there’s a crisis
of attention, engagement and meaning (this also applies to marketing and
outside the organization)
Isidro plays Pizel Dungeon – where the monsters are more aggressive in the early morning. This led him to think about whether you can apply the same sort of thinking to e-learning.
His work equivalent of this is Learning Dungeon – setting people challenges using higher level skills and higher requirements.
So the anser is yes, you can apply game
mechanics to help engagement and learning.
However two types of obstacles which makes
HR functions reluctant to apply gamification.
The first is budget and the second is risk – gamification changes people
and the changes you achieve may clash with the corporate culture eg if you
don’t really want to empower people.
However, what we really want to create are
pervasive games / pervasive gamification which means there are certain features
that allow players to go beyond the magic circle and apply the same ways of
thinking to their real world.
The purpose of the game above was that
Isidro wanted to use games to test the mechanics he wanted to apply in
gamification. They all involve simple
mechanics – but how would he apply these mechanics in his own company? – in the
business, not just in a game?
Take the Gift Trap game – a simple social empathy game.
Isidro’s equivalent here is Gift Tasks – the opportunity to become a jedi using the mechanics of gifting.
But this type of mechanics can also be used to help people think about who might be the best person to support a particular customer, ie based upon supporting the drives of :
- Relatedness – group knowledge
- Competence – social certification
- Autonomy - accountability
Or Timeline which is a skill competition game involving a set of cards and you have to order the cards in time order. The mechanic here is hidden rules.
This translates to Fuzzy Line which is about how people make strategic decisions – whether they want to improve technology, cut the staff, invest in talent programme etc. And you need to order cards in a prioritized manner.
This builds collaboration skills, the ability to clarify priorities, and develop meaning and information.
Also it makes the rules clear enough to use in communication with the rest of the company. If a manager knows what activities are priorities, they become part of the decision making process.
Another simple example is example is What If based on the mechanic of the quest.
So the key is that gamification is not game
based learning. But you can test
strategies and mechanics at a smaller scale (in a serious game) before scaling
up (to the business).
These approaches work because they are
based on pull strategies – letting people approach the management rather than
pushing things to them; simple implementation; visible results and risk. And because they build relatedness and
competence, trigger more autonomy among players, and help provide meaning.
However two types of obstables which makes
HR functions reluctant to apply gamification.
The first is budget and the second is risk – gamification changes people
and the changes you achieve may clash with the corporate culture eg if you
don’t really want to break down managers’ power and empower all of your
people. Are companies ready?
Apparently there is a database of 1500
games – so review this and choose the best game to apply for your situation. Focus on the user (although I liked the
previous day’s suggestion we call them the player rather than the user)
Ie, my process can be used two ways – from
left to right as a way to identify the game (if appropriate) but also right to
left, identifying opportunities for gamification based upon all of the possible
games.
Neat.
And I wouldn’t knock it’s postential.
But I’d still suggest the more strategic approach based on understanding
your people and business needs is going to be the best way forward most of the
time.
It does suggest however that we’d benefit
from a better appreciation of gaming than most HR practitioners currently have.
See you in the MMORPG?
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- jon [dot] ingham [at] strategic [dash] hcm [dot] com
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