Reference no: EM132119869
To Play or Not to Play
As the gamification trend continues to grow, employees may be asking themselves wheter a virtual badge of gaming accomplishment is truly better thann a good old-fashioned pat on the back and verbal "job well done" from a manager. Clearly it's no cure-all for all of the issues that can potentially decrease the performance of a team, or an organization. "Adding gamification to the workplace drives performance but it doesn't make up for bad management'" say Kris Duggan, chief executive of game-maker Badgeville.
1. What arguements can you make that support the legitimation of gamification in an organization's culture? What examples can you give or create to justify your arguments?
2. What arguments can you make against trying to make gamification part of an organization's culture? What examples can you give or create to justify your arguments?
3. Consider yourself the go-to "idea person" for friends who head two local organizations--- a fire department and a public library. Both complain about morale problems and ask you for advice on creating a positive organizational culture. They want to know how your interest in gaming can be used to improve staff morale and performance. What will you suggest and why?
4. Review how organiztions, including major corporations, nonprofits, and the military, are using gaming. What role is gaming taking on in these settings, and how does its use affect the organizational cultures? What does the evidence suggest-- is gamification merely a passing trend, or is it here to stay and may even grow in use in the future?