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VERONICA AMAYA-GIRALDO

Associate, Workplace Strategy

Global Occupier Services

veronica.amaya-giraldo@eur.cushwake.com

PATRICK SYMES

Workplace Strategy Consultant

Global Occupier Services

patrick.symes@eur.cushwake.com

MACIEJ MARKOWSKI

Partner, Head of Workplace

Strategy CEE

Global Occupier Services

maciej.markowski@cushwake.com

Today’s kids are no stranger to the

world of gaming. The education sector

is rapidly adopting gamification to

make learning more engaging and

relevant to the young generations.

As a result, this is influencing the

way people want and expect to work

within the workplace now and in the

years to come. Therefore, employers

would be prudent to adopt these

methods to ensure a smooth transition

from education to the workplace.

Gallup highlights that the millennial

perennial gamer will make up 75% of

the workforce by 2025, yet they are

the most disengaged group at work.

However it is not only millennials who

are disengaged – in total, only 35.5% of

people are engaged with their work.

Research shows that when people are

carrying out a task, particularly one

that is interesting or enjoyable, they are

less motivated by financial reward.

This means that a virtual star – as

counterintuitive as this sounds – could

be a stronger incentive than a cash

bonus.

Without going into the scientific details

of dopamine, we know that winning

makes us feel good. In fact, sometimes

intrinsic rewards are more effective

in motivating and engaging people.

Intrinsic motivators might be individual

achievement or aspirations, self-

esteem, social respect and admiration,

working towards common goals or

simply having fun. Thus

gamification provides a

key source of motivation

where financial reward (an

extrinsic motivator) cannot

reach.

KNOWLEDGE IS POWER, AND

GAMIFICATION IS URGING PLATFORMS

TO NOT ONLY SPEED UP THE LEARNING

PROCESS BUT ENGAGE MORE PEOPLE

TOWARD COMPLETING THEIR TRAINING.

WHAT DOES THE CRYSTAL BALL

TELL US ABOUT THE FUTURE

OF GAMIFICATION?

It’s undeniable that technology will

continue to play a significant role in the

workplace. The advent of natural language,

emotion detection software and hardware

and augmented reality are becoming far

more accessible. Augmented reality may

allow us to create games where we are

rewarded for completing mundane tasks

efficiently and effectively. Soon, getting

those invoices processed will be child’s

play.

Staff wellness is already on the agenda

for many organisations, but gamification

could continue to drive its prominence. As

an organisation, you are no longer simply

offering staff the choice to take part in

wellness initiatives, but games actively

encourage people to put their health and

wellness first. Headspace, the increasingly

popular meditation App, already offers

team services to work towards wellbeing

and incorporate a reward scheme.

The moderately slow speed of the

adoption of gamification in business world

has to do with the difficulty of creating an

enjoyable game. You cannot just assign

points for tasks, create a leader board and

expect everyone will suddenly become

extra-charged and motivated. It is critical

to identify the challenges you wish to solve

as well as the intrinsic motivators for your

employees. The implementation is not

easy, but results can be extraordinary.

One thing is sure, the corporate use of

gamification will only increase, and it will

make our jobs more satisfying and fun.

Perhaps it is time to update the modern

adage: don’t hate the player and certainly

don’t hate the game.

GAME ON. WHY IS GAMIFICATION IMPORTANT?

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