Abstract
Social applications have gained traction in everyday lives, thanks to the outstanding success of applications like Facebook and Twitter. Organizations have started creating social enterprise tools—i.e. social tools that are operated within the enterprise—to cash in on the behaviors exhibited by these tools. The goal of such social enterprise tools is to cultivate a more collaborative, transparent workforce. It is a well-known fact that the age-old practices of information hoarding and knowledge silos is pinching the enterprise to an extent that further growth is being seriously hampered. Overcoming such silos has not been possible by training or by technologies—it can happen only by measuring, influencing and rewarding key user behaviors. Enter Gamification. Gamification is the process by which gaming concepts are brought to the real world tasks associated with real people. To make routine tasks (like customer support, filling surveys, reading web-sites, etc.) lively and interactive, organizations have started taking the help of game design techniques, game thinking and game mechanics. By doing so, employees are encouraged to work on the mundane tasks and gain productivity—such a tough task as it is designed now.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Gamification Market growth estimated; Markets and Markets; http://www.marketsandmarkets.com/Market-Reports/gamification-market-991.html
Gartner prediction on gamification; [Online]; http://www.gartner.com/newsroom/id/1629214
Hearts, Clubs, Diamonds, Spades: Players who suit MUDs; [Online]; http://mud.co.uk/richard/hcds.htm
IDC prediction on gamification; [Online]; http://www.idc.com/getdoc.jsp?containerId=EIRS04V
M2 research on gamification; [Online]; http://m2research.com/Gamification.htm
Ovum research on gamification; [Online]; http://ovum.com/2013/04/16/ovum-gamification-coverage-broad-and-deep/
Pfizer agrees to test use of mobile video game to detect early signs of Alzheimer’s disease; [Online]; http://medcitynews.com/2014/01/gamification-milestone-pfizer-will-use-video-game-clinical-trial-alzheimers-disease
Seth Cooper; American Scientist site; [Online]; http://www.americanscientist.org/science/pub/behind-the-scenes-of-foldit-pioneering-science-gamification
Target figured out a teen girl was pregnant before her father did. Forbes site [Online] http://www.forbes.com/sites/kashmirhill/2012/02/16/how-target-figured-out-a-teen-girl-was-pregnant-before-her-father-did/
Further Reading
Gartner. Gamification at Gartner Enterprise Architecture Summit 2011. Gartner. [Online] April 12, 2011. http://www.gartner.com/it/page.jsp?id=1629214
IDC. Worldwide Enterprise Social Software 2012-2016 Forecast. s.l.: International Data Group, 2012
Author information
Authors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this chapter
Cite this chapter
Prakash, E.C., Rao, M. (2015). Introduction to Gamification. In: Transforming Learning and IT Management through Gamification. International Series on Computer Entertainment and Media Technology. Springer, Cham. https://doi.org/10.1007/978-3-319-18699-3_3
Download citation
DOI: https://doi.org/10.1007/978-3-319-18699-3_3
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-18698-6
Online ISBN: 978-3-319-18699-3
eBook Packages: Computer ScienceComputer Science (R0)