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. […]

Collaboration Curves, Network Effects and Games@Work

"The more players participate and interact with WoW's knowledge economy, the more valuable its resources become, and the faster players increase their rate of performance improvement.  Said more generally, the more participants–and interactions between those participants–you add to a carefully designed and nurtured environment, the more the rate of performance improvement goes up."  — @jhagel […]