Gartner: 50% of Innovation will be Gamified by 2015

Gartner: 50% of Innovation will be Gamified by 2015

5134
14
SHARE

By 2015, 50% of companies that manage innovation and research will use gamification to drive innovation, according to a press release by Gartner. As gamification is just beginning and few public examples exist today, this finding means that the next four years are going to see rapid changes in management of the enterprise.

According to Brian Burke, an analyst at Gartner, “Enterprise architects, CIOs and IT planners must be aware of, and lead, the business trend of gamification, educate their business counterparts and collaborate in the evaluation of opportunities within the organization.”

The press release sites a few examples where changes are already beginning to take place including the World Bank’s Evoke, but the most interesting example is Idea Street. Idea Street is an internal project of the United Kingdom’s Department of Work and Pensions, where employees interact and share ideas. The project includes a few basic game mechanics like badges and leaderboards, but the intrinsic driver of sharing ideas and collaborating on projects is the primary motivation behind the project. Idea Street facilitates the process. There is a case study available on Idea Street from Gartner, and the findings show that within the first 18 months, the project had around four thousand users, generated 1,400 ideas, 63 of which have been implemented within the Department.

Idea Street exemplifies some of the more general strengths of gamification, as explained by Gartner:

1. Accelerated feedback cycles. In the real world, feedback loops are slow (e.g., annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement.

2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals.

3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity.

4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.

You can find more research on gamification currently underway at Gartner from the press release and on Brian Burke’s blog.

---
dopa-logo-2013-yel-charcoal

Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

14 COMMENTS

  1. Agree with you that as adoption increases in innovation management, features like badges, points and reputation schemes, etc. will all help. Brightidea’s software gives customers the choice which bells and whistles they would like to utilize to capture and sustain the attention of a community overtime. However at its core, being successful in the long term is about creating a culture of innovation that will drive quality participation overtime, and simple game mechanics, while useful, are not all it takes to do that. Check out how the most innovative companies in the world, innovate using Brightidea’s software and read the latest PwC report on technology trends in innovation: http://bit.ly/fNkj7a

  2. The need for a new Copernican Model in physics is widely recognized. The sun-centered original Copernican model was completed based on positionally neutral efforts, rejecting perceptions of a stable & central earth, and motion of the sun, etc. It was driven and financed based on the practical need for a workable calendrical system.

    Whatever it will be, the new Copernican model (NCM) will be similarly neutral regarding *our* perceptions, such as: distance, time, and/or other “fundamental” quantities which look as real as the sun’s movement.

    Faster than light technology is needed to enable plausible interstellar flight. It would require a revolutionary model capable of allowing molecules to circumvent the intervening distance between point A and B, and the practical needs could drive NCM development, political support, and financing.

    How might we create a collaboration of specialists in history and philosophy of revolutionary science, administration, physics, math, and spaceflight to game out potential models that meet appropriate criteria?

  3. Your website (Gartner: 50% of Innovation will be Gamified by 2015 | Gamification Blog) doesn’t render properly on my apple iphone – you may wanna try and repair that 🙂 Mechelle Robbins

  4. […] מחקר חדש של גרטנר מעריך, כי עד שנת 2015 50 אחוזים מהחברות והעסקים הגדולים ינהלו את תהליכי החדשנות שלהן תוך שימוש במשחקים. לטענת גרטנר, מגמת ה-Gamification היא אחד הטרנדים המובילים כיום בתחום פיתוח החדשנות בעולם העסקים. אחת הדוגמאות המעניינות ביותר לשימוש במשחקים בתכנון ובחשיבה חדשנית הוא פרוייקט 'רחוב הרעיונות' (Idea Street) של מחלקת העבודה והפנסיה הבריטית. הפרוייקט כולל כמה משחקים שבאמצעותם עובדי המחלקה יכולים לשתף זה את זה ברעיונות שהם מעלים ולהתנסות בהם. במשך 18 החודשים שבהם הפרוייקט קיים, הצטרפו אליו למעלה מ-400 משתתפים שייצרו כ-1400 רעיונות, מתוכם יושמו 63 על-ידי המחלקה. […]

LEAVE A REPLY