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Gamification of Workplace Practices

By Amy M. DuVernet and Eric Popp

Gamification is broadly defined as the application of gaming mechanics in nongame contexts (Deterding, Dixon, Khaled, & Nacke, 2013). Although the term first appeared in 2008, it did not receive wide recognition until late 2010 (Deterding et al., 2013; Kapp, 2014) when it first appeared on Google trends (Google, 2014). Just one year later, Gartner predicted that more than  70% of Global 2000 organizations would use gamification for at least one process by 2014 (Gartner, 2011). Although we aren’t sure if this prediction has been realized, the evidence that gamification is rapidly gaining traction is undeniable. Not only was it recently added to the latest edition of the Merriam-Webster's Collegiate Dictionary (Merriam-Webster.com, 2014), it was also listed as #5 on SIOP’s very own Top 10 Workplace Trends for 2014 (Munson, 2013). Continue reading this article in the July issue of The Industrial-Organizational Psychologist (TIP) here!

 


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