Gaming work?
Elements such as gamification are part of digitalisation and therefore also the world of work. What does this term refer to, what does it mean and above all how can we use the concept correctly? In order to create clarity, we asked the game developers of www.koboldgames.ch, whose code wizard and Treasury Manager, Ralf, answered our questions.
You’re a Game Designer. For many people, the word game still evokes curious associations: digital ball games, a remarkable denial of reality and unwashed teenagers. Of course this is just a silly preconception. Gaming encourages cognitive development and is specifically used as a learning method in education. It also develops both motor and social skills, online or in the playground.
To what extent do you agree or disagree with the last statement?
It’s totally accurate. There have already been many studies on this topic, which clearly prove this. For me, another important point is motivation. We all know that if we enjoy something, we’re willing to invest more time, which ultimately leads to more positive results and greater progress. So games (digital and analogue) also have a measureable positive impact on rehabilitation, for example.
During the course of digitalisation, much has changed regarding our perception; the world is new, more complex and more diverse. There’s more information and new ways of communicating and learning. Where do you see the game or – to be more precise – gamification in this context?
Each game is its own little world, defined by the rules of the game. As a Game Developer, it’s my job to shape this world and its rules so that my players enjoy the desired experience. In the digital sector, I have more tools at my disposal with which to describe, illustrate and add music to this gaming world. Gaming can use the same advantages of digitalisation as other media. Rapid access irrespective of location, processing large amounts of data and bringing complex content to life. But it is by no means confined to these. There are many areas where the analogue elements of a game are essential, such as in sport or a sandpit, for example.
How do you handle an order from a customer who wants to use a gaming element at a conference or exhibition, for example? What must you consider? How much previous knowledge does the customer require?
The customer primarily has expertise of their specialist area and knowledge of their target audience. As regards the gaming elements and technical possibilities, they don’t require any previous knowledge. During a joint workshop, run by us, we look at these points and adapt them to the customer’s desired objectives. This starting point then acts as the basis for a cost estimate.
Isn’t gamification at a conference simply a distraction from the actual, important content?
I regard gamification at events as a useful addition rather than a distraction. A well-planned and positioned game can support an event or selectively provide exciting interaction. It can even help focus attention on the main content.
Why should a company decide to use gamification? Doesn’t it contradict serious, efficient work?
I believe there’s huge potential in terms of motivation. Gamification doesn’t mean that content is presented in a less serious or inefficient manner. Rather, gamification means that an existing topic can be made accessible in a different way. It creates emotional experiences that lead to a more sustained and motivated discussion of the topic. The possible business applications range from team building, through internal communications, data collection and process simplification, to training and generating awareness.
Thank you so much for your time and the interesting insights, Ralf!
Image: Markus Spiske, raumrot.com CC0
Published 22.06.2017 © Brandsoul AG
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