Most children's schedules can be divided into two categories: school time and play time. Lately, they enjoy too much screen time. Well, what about organizations? Are some seasons more appropriate for gamification stages of learning processes and other organizational processes?
First of all, let us define gamification
Gamification refers to application of activities which incorporate a positive experiential dimension, through gaming components. Many organizations implement this concept by incorporating riddles or competitions as part of a course, a new system implementation, organizational change, as the basis for the development of new knowledge.
Gamification introduces elements of enjoyment, competition, engagement and even humor to knowledge sharing or transferring processes and thus ultimately contributes to the success of said processes.
It may seem that during times of extreme pressure and workload workers would be mentally unavailable for gaming activities. Furthermore, management may view it as a waste of time. However, these times actually call for a lighter and more experiential method for knowledge sharing and transferring.
A gamification break allows workers to escape stressful work and participate in a positive, lighter experience. Group activities enhances relationships among workers and between workers and the organization, themes which are occasionally neglected during times in which each worker is preoccupied with their situation.
We therefore recommend organizations to further incorporate gamification during stressful times, as long as limited activity time is maintained, and focused content is transmitted clearly. This will allow organizations to balance the gamification aspects and the business performance aspects.
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