In its Schumpeter colums, The Economist this weeks presents Gamificatiln, through a new book published on the subject:
As video games have grown from an obscure hobby to a $67 billion industry, management theorists have begun to return the favour. Video games now have the dubious honour of having inspired their own management craze. Called “gamification”, it aims to take principles from video games and apply them to serious tasks. The latest book on the subject, “For the Win”, comes from Kevin Werbach and Dan Hunter, from the Wharton Business School and the New York Law School respectively.
Gamification proceeds from the observation that, to non-players, a lot of what gamers do looks suspiciously like hard work. Improving a character in “World of Warcraft”, an online fantasy game, is a never-ending treadmill. The most dedicated players sign up for weekly sessions with two dozen other players which can last for several hours—vital if they wish to defeat the toughest monsters. Jokes about the game being a second job are common. Other gamers will spend hours trying to shave fractions of a second from a record lap time in a driving game or chasing a high score in “Angry Birds”.
The authors of the book have launched a website, featuring a business gamification symposium.
Also of interest, TED talks, like these on the theme of Gaming (not quite the same as gamification though).