In a previous blogpost I wrote about one of the big buzzwords of 2012: 'gamification'. A term for applying elements from video games in other (business) contexts. We as Novay see the potential of games to engage and motivate players and thereby to constructively influence behavior, but we also see many unrealistic claims surrounding this theme. That is why we felt it was time for a Research Update about gamification. The Research Update offers forward-looking managers the opportunity to inform themselves about this development in a short amount of time and to determine where the opportunities lie for their organization to employ the power of games.
Based on my research and advisory work of the past six years I give a concise overview in the report of the current state of the art with regards to gamification as well as the most important areas of application. More importantly, we try to prevent common mistakes by covering the misconceptions and pitfalls that surround the subject. The report also offers recommendations for organizations that want to take the first steps in gamification.
The report can be found here.