Recently we had a guest post by JT Ripton defining and suggesting how to implement gamification strategy. Below is a contradicting view that gamification itself is no longer relevant. Does gamification get people to do better work? Or do those who participate in crowdsourcing do it out of passion already?
I think so. I had a client engagement recently in which the company was building an internal community for idea contribution and development. Of course, this should have some kind of gamification feature (virtual rewards for contribution), but I got to wonder if the whole idea of gamification has become a fad.
The reason I am asking this question is that no one really seems to use the concept anymore in the context of innovation and no one really seems to be talking about it either.
My earlier focus has been on how companies can use gamification to drive better engagement for innovation efforts as described in a chapter in my free e-book, Social Media for Corporate Innovators and Entrepreneurs. This picked up some early interest, but then nothing really happened.
Personally, I have gotten to a point where I don’t really care much about such virtual rewards for my engagement. This ties well into my recent observations that people who participate in crowd-sourcing like initiatives do so because of the learning opportunities and because they simply enjoy the process and being able to contribute to and with others. Rewards – financially or virtually – are not that important.
The paradox is that on the consumer level people still spend loads of money on buying virtual features in games in order to reach the next levels or to be able to compete better against friends and others. So it might work to some extent and/or in different ways here, but where are the good b2b examples.
Was gamification in general and for innovation efforts in particular only a fad?