Games @ Work

I wanted to refresh my thinking on the Guiding Principles of Game Design @ Work from my earlier post

 

The Guiding Principles for Games @ Work were focused on making it easy for collaboration leaders and business users to:

1. Define clear boundaries, shared problem(s) and a community of collaborative business users

 

2. Assign satisfying tasks or roles that enable business users to excel and be part of something "Bigger"

 

3. Build nonmonetary incentives into a game economy to strongly motivate individuals to accomplish group aims.

 

4. Deliver hyper- transparency of information about users' skills and teams’ real-time performance 

 

5. Create a virtual economic marketplace for information and collaboration

 

6. Open multiple real-time sources of information and communication upon which to make decisions

 

7. Structure as a project-oriented organization that can easily be disbanded and reformed based on tasks and skills

 

8. Recognize individual, group and company achievements in a clear, specific way

 

9. Open visibility into all skills / project / social networks of communication across an organization

 

10. Adapt multiple, purpose-specific communications mediums to improve speed and efficiency of collaboration. 

 

With a little vision, strategy and design, it is not hard to see how game design principles will be shaping the future of communication and collaboration applications.

 

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