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WHAT DOES THE CRYSTAL BALL TELL US ABOUT THE FUTURE OF GAMIFICATION? It’s undeniable that technology will continue to play a significant role in the workplace. The advent of natural language, emotion detection software and hardware and augmented reality are becoming far more accessible. Augmented reality may allow us to create games where we are rewarded for completing mundane tasks efficiently and effectively. Soon, getting those invoices processed will be child’s play. Staff wellness is already on the agenda for many organisations, but gamification could continue to drive its prominence. As an organisation, you are no longer simply offering staff the choice to take part in wellness initiatives, but games actively encourage people to put their health and wellness first. Headspace, the increasingly popular meditation App, already offers team services to work towards wellbeing and incorporate a reward scheme. The moderately slow speed of the adoption of gamification in business world has to do with the difficulty of creating an enjoyable game. You cannot just assign points for tasks, create a leader board and expect everyone will suddenly become extra-charged and motivated. It is critical to identify the challenges you wish to solve as well as the intrinsic motivators for your employees. The implementation is not easy, but results can be extraordinary. One thing is sure, the corporate use of gamification will only increase, and it will make our jobs more satisfying and fun. Perhaps it is time to update the modern adage: don’t hate the player and certainly don’t hate the game.

GAME ON. WHY IS GAMIFICATION IMPORTANT?

Today’s kids are no stranger to the world of gaming. The education sector is rapidly adopting gamification to make learning more engaging and relevant to the young generations. As a result, this is influencing the way people want and expect to work within the workplace now and in the years to come. Therefore, employers would be prudent to adopt these methods to ensure a smooth transition from education to the workplace. Gallup highlights that the millennial perennial gamer will make up 75% of the workforce by 2025, yet they are the most disengaged group at work. However it is not only millennials who are disengaged – in total, only 35.5% of people are engaged with their work.

Research shows that when people are carrying out a task, particularly one that is interesting or enjoyable, they are less motivated by financial reward. This means that a virtual star – as counterintuitive as this sounds – could be a stronger incentive than a cash bonus. Without going into the scientific details of dopamine, we know that winning makes us feel good. In fact, sometimes intrinsic rewards are more effective in motivating and engaging people. Intrinsic motivators might be individual achievement or aspirations, self- esteem, social respect and admiration, working towards common goals or

simply having fun. Thus gamification provides a key source of motivation where financial reward (an extrinsic motivator) cannot reach.

KNOWLEDGE IS POWER, AND GAMIFICATION IS URGING PLATFORMS TO NOT ONLY SPEED UP THE LEARNING PROCESS BUT ENGAGE MORE PEOPLE TOWARD COMPLETING THEIR TRAINING.

MACIEJ MARKOWSKI Partner, Head of Workplace Strategy CEE Global Occupier Services maciej.markowski@cushwake.com

PATRICK SYMES Workplace Strategy Consultant Global Occupier Services patrick.symes@eur.cushwake.com

VERONICA AMAYA-GIRALDO Associate, Workplace Strategy Global Occupier Services veronica.amaya-giraldo@eur.cushwake.com

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