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by Robin Sharma
Why Innovators and Changemakers Use Games to Break Down Silos, Drive Engagement and Build Trust
'Gamification for Business' by Sune Gudiksen and Jake Inlove is a guidebook that explores the ways in which gamification can be used to improve business operations and engage customers. It offers insight into designing and implementing successful gamification strategies.
Think back to when you were a child and the games you used to play. Maybe you had a favorite toy that accompanied you on imaginary expeditions through blistering winds and scorching deserts, or a castle built entirely from Lego. Or maybe getting lost in the trees in a game of hide-and-seek was more your thing.
Whatever these weird and wonderful games were, they helped you learn and develop through tactile experiences and actions.
This learning-by-making is sometimes referred to as constructionism, a term coined by MIT professor Seymour Papert and entrepreneur Idit Harel. According to their research, combining multiple senses – for example, seeing and touching – helps us to process and absorb information better.
This is what happens in games. Often, we’re given physical objects – like colorful cards or game pieces that we have to maneuver or arrange – and scenarios that force us to think outside the box. In short, we learn and get better by doing.
That’s why games are useful to businesses: they help employees build new skills and create an environment in which they can explore and formulate new ideas.
Games can also help to shake up the usual hierarchy of an organization and create a space where people can meet on a level playing field. Imagine being part of a soccer team. When you’re out on the field, it doesn’t matter who you are, where you come from, or what you do for a job – all that matters is your ability and willingness to play.
This is what gamification experts Katie Salen and Eric Zimmerman refer to as a magic circle. When we play games, we become part of a new reality where different social rules apply. Games pull us out of our usual ways of operating, allowing us to move in and out of different roles and imagine new ways of working.
As the authors explain, businesses often squeeze the fun out of meetings and training sessions, creating a stale environment that lacks creativity. Why? Because they believe play isn’t a productive way to help employees learn and acquire new skills.
But as the following blinks will show, using games can help businesses solve an array of organizational problems and yield multiple rewards.
Gamification for Business (2018) explores how businesses can use games to overcome organizational challenges and optimize performance. Drawing on their extensive experience in game design and innovation, Sune Gudiksen and Jake Inlove show how games can be leveraged to encourage teamwork, boost employee motivation, and map out new pathways for progress and change.
Gamification for Business (2015) is a valuable resource for those interested in leveraging game techniques to drive business results. Here's why this book is worth reading:
Business games are a vital ingredient in innovation pursuits and the process of change.
It's highly addictive to get core insights on personally relevant topics without repetition or triviality. Added to that the apps ability to suggest kindred interests opens up a foundation of knowledge.
Great app. Good selection of book summaries you can read or listen to while commuting. Instead of scrolling through your social media news feed, this is a much better way to spend your spare time in my opinion.
Life changing. The concept of being able to grasp a book's main point in such a short time truly opens multiple opportunities to grow every area of your life at a faster rate.
Great app. Addicting. Perfect for wait times, morning coffee, evening before bed. Extremely well written, thorough, easy to use.
Try Blinkist to get the key ideas from 7,500+ bestselling nonfiction titles and podcasts. Listen or read in just 15 minutes.
Start your free trialBlink 3 of 8 - The 5 AM Club
by Robin Sharma
What is the main message of Gamification for Business?
The main message of Gamification for Business is that gamification can be a powerful tool for improving business performance and engaging customers.
How long does it take to read Gamification for Business?
The reading time for Gamification for Business varies depending on the reader's speed, but it typically takes several hours. However, the Blinkist summary can be read in just 15 minutes.
Is Gamification for Business a good book? Is it worth reading?
Gamification for Business is a valuable read for anyone interested in leveraging gamification for business success. It provides practical insights and examples to help you understand and apply gamification principles.
Who is the author of Gamification for Business?
The authors of Gamification for Business are Sune Gudiksen and Jake Inlove.