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Games and Gamification Make Sense in Corporate Environments

Games and Gamification Make Sense in Corporate Environments

Games and Gamification Make Sense in Corporate Environments

Games and Gamification Make Sense in Corporate Environments

By Karl Kapp

October 11, 2021

Originally Published Here

Summary

The sudden and seemingly relentless introduction of all sorts of learning games and gamification leads to the inevitable question: "Do games and gamification used within a corporate environment lead to better learning and, ultimately, better organizational performance?".

In a peer-reviewed literature review titled "Serious Games and Gamification in the Corporate Training Environment: a Literature Review", Kristi Larson of the University of North Texas explores the application and use of games and gamification within corporate settings.

In the article, Larson provides the following examples of corporate use of games and gamification.

In a talk a few weeks ago with some great folks from Microsoft, I learned more about their use of games for training and how they have implemented gamification to great effect.

Waiting until games "Catch on" from a learning perspective or until the research unequivocally "Proves" games are effective for learning is the wrong approach for organizations at this time.

According to Dr. Stuart Brown, founder of the National Institute for Play, "The opposite of play is not work, the opposite of play is depression." It might make sense given the above evidence and results of using games in a corporate setting to consider how games can positively impact your organization.

Karl has consulted and spoken around the world on learning and development with a focus on the topic of games and gamification for learning.

Reference

Kapp, K. (2021, October 11). Games and gamification make sense in corporate environments. LinkedIn. Retrieved December 20, 2021, from https://www.linkedin.com/pulse/games-gamification-make-sense-corporate-environments-karl-kapp/