Turning work into play will drive innovation

By Dawinderpal Sahota

12 Apr 2011

Comments: 2

farmersfarmville

Gaming will become as important to businesses as social networking and e-commerce by 2014, according to analyst firm Gartner.

The company also argues that by 2015, more than 50 per cent of organisations that manage innovation processes will "gamify" those processes – and employ game mechanics to non-game environments.

Further reading

Brian Burke, an analyst at Gartner, said that "gamification" is expected to become important for innovation, marketing, training, employee performance, health and social change.

"The gamification of social networking and location-based services as exemplified by [location-based social networking and gaming services] Foursquare, Gowalla and SCVNGR are probably the most recognisable with badges, mayorships and rewards offered for check-ins," he said in his blog.

He added that game mechanics has also been applied to engage people, change behaviours and innovate in a variety of fields including innovation management, health, training and employee performance.

"Enterprise architects, CIOs and IT planners must be aware of and lead the business trend of gamification, educate their business counterparts and collaborate in the evaluation of opportunities within the organisation."

He cited the Department for Work and Pensions efforts in creating a game called Idea Street, saying that it decentralised innovation and generates ideas from the 120,000-strong workforce.

Idea Street is a social collaboration platform with the addition of game mechanics, including points and leader boards. Within the first 18 months, Idea Street had about 4,500 users and had generated 1,400 ideas, 63 of which had gone forward to implementation.

"Leveraging the collective to drive innovation is just one of the many areas that gamification is being applied. Customer loyalty is the primary application that is driving this trend," Burke added.

"Enterprise architects must be ready to contribute to gamification strategy formulation and should try at least one gaming exercise as part of their enterprise context planning efforts this year."

Reader comments

Game Mechanics Are Key to Enagement

Very interesting article.

The incorporation of game mechanics are most definitely key to driving user engagement and keeping those users engaged.

DWP's Idea Street, powered by Spigit, is a great example of how companies can successfully incorporates employees into the conversation of "How do we make our company better?" and extract real, actionable business value from their ideas and feedback.

There are some exciting things to come with DWP, so stay tuned... :)

Learn more about what DWP and other governments and Fortune 1500 companies are doing to create cost saving/revenue generating innovation communities at http://www.spigit.com

Posted by: Erin Schumpert  20 Apr 2011

Brightidea Software

Agree with you that as adoption increases in innovation management, features like badges, points and reputation schemes, etc. will all help. Brightidea’s software gives customers the choice which bells and whistles they would like to utilize to capture and sustain the attention of a community overtime. However at its core, being successful in the long term is about creating a culture of innovation that will drive quality participation overtime, and simple game mechanics, while useful, are not all it takes to do that. Check out how the most innovative companies in the world, innovate using Brightidea’s software and read the latest PwC report on technology trends in innovation: http://bit.ly/fNkj7a

Posted by: Janelle  13 Apr 2011

Have your say on this article

All fields required. Your email address will not be displayed on the site.

By submitting a comment you agree to abide by our Terms & Conditions

  • Digg
  • Tweet

Newsletters

Sign up for our FREE newsletters

Technology Patent Wars

Large companies such as Microsoft, Facebook and Google have been hoovering up technology patents recently. Is this stifling innovation?

88 %

4 %

8 %