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Improving Your Estimation Skills by Playing a Planning Game
Underestimation is still the rule, rather than the exception. One bias especially relevant to the estimation process is the planning fallacy. This article explores the planning fallacy and how we are vulnerable to it. It explains how you can reduce your vulnerability to this fallacy through playing a planning game that has been specifically devised to help mitigate it.
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Gamification: a Strategy for Enterprises to Enable Digital Product Practices
To embrace the changing needs of consumers, organizations are exploring new ways to ideate, collaborate and create products, some of them being embracing co-creation models, investment in long-term value, and fostering collective wisdom through gamification. This article shows how gamification helps to create perspective around product practices and bring us closer to next-generation products.
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Q&A on the Book Infinite Gamification
The book Infinite Gamification by Toby Beresford explains how to create sustainable gamification programs that motivate teams and individuals for continuous improvement, using prime directives, scores, measurements, and badges. Using gamification you can design staff scorecards that drive behavior.
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Q&A on the Book Fail to Learn
The book Fail to Learn by Scott Provence explores how we can learn from failure and how trainers and course designers can use gamification to foster failure and learning in their educational environments. When playing games it's ok to try out something, lose the game, learn from it, and restart and try something else.
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Q&A on the Book Gamification for Business
The book Gamification for Business by Sune Gudiksen and Jake Inlove explores the usage of games for effectively tackling business challenges and improving organizational performance. It provides results from research on gamification, case studies of game-based solutions, and the benefits that serious games and design thinking can bring.
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Q&A on the Book Why Do So Many Incompetent Men Become Leaders?
In the book Why Do So Many Incompetent Men Become Leaders?, Tomas Chamorro-Premuzic explains why it is so easy for incompetent men to become leaders and so hard for competent people - especially women - to advance. He explores leadership qualities and dives into how to recognize them, paving the way to improve leadership in organizations.
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Q&A on the Book OpenSpace Beta - A Handbook for Organizational Transformation in Just 90 Days
The book OpenSpace Beta by Silke Hermann and Niels Pflaeging describes an invitation-based approach for rapid and lasting organizational change using concepts such as OpenSpace and the BetaCodex. It provides a visual timeline with roles and components to guide a co-creation based transformation.
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Psychological Safety in Training Games
Games can be safe places where people can learn lessons experientially under controlled circumstances and generate insights that can be applied to their daily work. Sometimes though, games can get too personal and uncomfortable. A facilitator can create safety mechanisms for these games, including making it easy and safe for people to opt-in and opt-out.
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The Microgaming Idea Factory: Innovation in Practice within a Leading Online Gaming Software Company
It’s easy to get so bogged down in the pressure of daily work that we don’t have time to think creatively or space to implement ideas. We talk about empowering staff, but few are offered any opportunity to innovate outside their direct role. Microgaming built the Microgaming Idea Factory to ensure innovation was company-wide. Winner of The Spark Award 2017, sponsored by hotelbeds.
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Interview with Ian Hughes on Virtual Environments and Gaming for Product Development
Virtual environments can be a rich form of communication, where people can brainstorm, share and discuss ideas, or collaborate on a virtual version of a product. They can also add a new dimension to customer interaction. Games can be used to simulate situations, as an enhancement for learning and teaching complex problems. Ian Hughes talking about mixing the physical world and the virtual world.