jesse schell's four pillars

Adapt Your Gamification Designs with Jesse Schell’s Four Pillars

Jesse Schell describes in his brilliant book The Art of Game Design the four pillars that is comprised of a game: Technology, Aesthetics, Mechanics, and Story/Narrative. When gamifying a process it is smart not to overlook any of the pillars. After all, we’re now in the experience economy and Gamification might be your killer app when enhancing customer or employee engagement:

Experience economy edit

A major difference with designing a game and gamifying a process is that a game designer tends to start from scratch. A gamification process already has a group of people, a corporate culture, a company brand etc. When gamifying, don’t be too idealistic, but become more pragmatic instead. Work with the materials you have and build something from there, don’t focus first on a vision and then try to make the world fit to it. Be like the chef that can make a great meal from random ingredients in the kitchen, not the recipe book user that will fail when an ingredient is not available.

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employee engagement

Partnering, Not Parenting, for Employee Engagement

By now, most executives and HR professionals know that employee engagement is both important and woefully lacking. But despite all the time and money invested into engagement initiatives, many organizations still aren’t moving the needle. Why?

Whenever I ask business leaders, “Whose job is engagement?” I usually hear one of these answers:

  • The HR department owns it
  • We hold our managers accountable

Both good answers, but partial answers.

According to IDG Research 43% of engagement comes from intrinsic motivation, by definition factors that are completely outside the influence of company mangers.

What is missing from many efforts to increase employee engagement, are the individual employees themselves.

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