Gamification of work: a pointed critique

As you’re probably aware, there’s been a lot of interest over the past couple of years in ‘gamification’ – the application of gaming principles to work or any activity where the objective is greater participation. We reviewed one of the tomes dedicated to it last year – the arguments for the concept are appealing to say the least.

That said, I was just as engaged with the argument against gamification from Ian Bogost. He essentially argues that by trying to incorporate gaming into a workplace, you are killing the fundamental magic that makes games appealing. Have a read for yourself.

For what it’s worth, I think things fall somewhere in the middle. There’s no doubt some companies will latch onto the concept of ‘gamification’ (and I agree with Bogost that the term sucks), purely because it’s the latest ‘cool’ strategy and then implement it poorly. That said, I think the opportunity exists to do it right – have a look through these slides (linked by a commenter on Bogost’s post) for one powerful argument on how that could be achieved:

Like any emergent area there’s plenty of debate and until there are numerous engaging and effective examples of gaming applied to work, there will thankfully be sceptics questioning it and pushing the boundaries.

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  1. [...] no way you would see any other MMOG keep interest up the way SL has.” This is gamification at its ironic worst.  Second Life was never a game to me, and it never will be. It’s a very [...]

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