首页
外语
计算机
考研
公务员
职业资格
财经
工程
司法
医学
专升本
自考
实用职业技能
登录
外语
When Work Becomes a Game A)What motivates employees to do their jobs well? Competition with coworkers, for some. The promise of
When Work Becomes a Game A)What motivates employees to do their jobs well? Competition with coworkers, for some. The promise of
admin
2019-03-15
26
问题
When Work Becomes a Game
A)What motivates employees to do their jobs well? Competition with coworkers, for some. The promise of rewards, for others. Pure enjoyment of problem-solving, for a lucky few.
B)Increasingly, companies are tapping into these desires directly through what has come to be known as "gamification" : essentially, turning work into a game. " Gamification is about understanding what it is that makes games engaging and what game designers do to create a great experience in games, and taking those learnings and applying them to other contexts such as the workplace and education," explains Kevin Werbach, a gamification expert who teaches at the Wharton School of Business at the University of Pennsylvania in the United States.
C)It might mean monitoring employee productivity on a digital leaderboard and offering prizes to the winners, or giving employees digital badges or stars for completing certain activities. It could also mean training employees how to do their jobs through video game platforms. Companies from Google to L’Oreal to IBM to Wells Fargo are known to use some degree of gamification in their workplaces. And more and more companies are joining them. A recent report suggests that the global gamification market will grow from $ 1.65 billion in 2015 to $ 11.1 billion by 2020.
D)The concept of gamification is not entirely new, Werbach says. Companies, marketers and teachers have long looked for fun ways to engage people’s reward-seeking or competitive spirits. Cracker Jacks has been "gamifying" its snack food by putting a small prize inside for more than 100 years, he adds, and the turn-of-the-century steel magnate(巨头)Charles Schwab is said to have often come into his factory and written the number of tons of steel produced on the past shift on the factory floor, thus motivating the next shift of workers to beat the previous one.
E)But the word "gamification" and the widespread, conscious application of the concept only began in earnest about five years ago, Werbach says. Thanks in part to video games, the generation now entering the workforce is especially open to the idea of having their work gamified. " We are at a point where in much of the developed world the vast majority of young people grew up playing video games, and an increasingly high percentage of adults play these video games too," Werbach says.
F)A number of companies have sprung up—GamEffective, Bunchball and Badgeville, to name a few— in recent years offering gamification platforms for businesses. The platforms that are most effective turn employees’ ordinary job tasks into part of a rich adventure narrative. " What makes a game game-like is that the player actually cares about the outcome," Werbach says. " The principle is about understanding what is motivating to this group of players, which requires some understanding of psychology. "
G)Some people, Werbach says, are motivated by competition. Sales people often fall into this category. For them, the right kind of gamification might be turning their sales pitches into a competition with other team members, complete with a digital leaderboard showing who is winning at all times. Others are more motivated by collaboration and social experiences. One company Werbach has studied uses gamification to create a sense of community and boost employees’ morale(士气). When employees log in to their computers, they’re shown a picture of one of their coworkers and asked to guess that person’s name.
H)Gamification does not have to be digital. Monica Cornetti runs a company that gamifies employee trainings. Sometimes this involves technology, but often it does not. She recently designed a gamification strategy for a sales training company with a storm-chasing theme. Employees formed "storm chaser teams" and competed in storm-themed educational exercises to earn various rewards. "Rewards do not have to be stuff," Cornetti says. "Rewards can be flexible working hours. " Another training, this one for pay roll law, used a Snow White and the Seven Dwarfs theme. "Snow White" is available for everyone to use, but the "dwarfs" are still under copyright, so Cornetti invented sound-alike characters(Grumpy Gus, Dopey Dan)to illustrate specific pay roll law principles.
I)Some people do not take naturally to gamified work environments, Cornetti says. In her experience, people in positions of power or people in finance or engineering do not tend to like the sound of the word. " If we are designing for engineers, I’m not talking about a ’ game’ at all," Cornetti says. " I’m talking about a ’ simulation’(模拟), I’m talking about ’ being able to solve this problem. ’"
J)Gamification is "not a magic bullet," Werbach warns. A gamification strategy that is not sufficiently thought through or well tailored to its players may engage people for a little while, but it will not motivate people in the long term. It can also be exploitative, especially when used with vulnerable populations. For workers, especially low-paid workers, who desperately need their jobs yet know they can be easily replaced, gamification may feel more like the Hunger Games. Werbach gives the example of several Disneyland hotels in Anaheim, California, which used large digital leaderboards to display how efficiently laundry workers were working compared to one another. Some employees found the board motivating. To others, it was the opposite of fun. Some began to stop taking bathroom breaks, worried that if their productivity fell they would be fired. Pregnant employees struggled to keep up. In a Los Angeles Times article, one employee referred to the board as a " digital whip. " " It actually had a very negative effect on morale and performance," Werbach says.
K)Still, gamification only stands to become more popular, he says, "as more and more people come into the workforce who are familiar with the structures and expressions of digital games. " " We are far from reaching the peak," Cornetti agrees. "There is no reason this will go away. "
Gamification in employee training does not always need technology.
选项
答案
H
解析
转载请注明原文地址:https://www.kaotiyun.com/show/vsZ7777K
0
大学英语四级
相关试题推荐
TodayIwouldliketotellyouabouttheeffectsofoldageonhealth.Actuallytodayalotof【C1】______havetakenplaceinthe
Manisendlesslyinventive.Buthisgreatestinventionisnon-invention,theskilloftransmittingintact(完美无损的)andunchangedfr
HowtoMakeAttractiveandEffectivePowerPointPresentationsA)MicrosoftPowerPointhasdramaticallychangedthewayinwhicha
HowtoMakeAttractiveandEffectivePowerPointPresentationsA)MicrosoftPowerPointhasdramaticallychangedthewayinwhicha
Keepinghealthyrequiresaconsciouseffort.Youmakechoicesaboutthefoodsyoueat,just【C1】______youmakechoicesaboutgett
Accordingtosociologists,thereareseveraldifferentwaysinwhichapersonmaybecomerecognizedastheleaderofasocialgr
A、Heislookingforajob.B、Heislookingforahouse.C、Heislookingforaroommate.D、Heislookingforanagent.B
A、Highpayandshortworkhours.B、Friendlyenvironmentandteamworkspirit.C、Relaxedatmosphereandvaluableexperience.D、Goo
So-called"greenroofs"—urbanrooftopscoveredwithgrasses,plantsandothertypesofgreenery—arebecomingincreasinglypopula
随机试题
会计档案的保管期限可分为()
A.急性左心衰竭患者少尿,尿比重1.025B.尿频、尿急C.突发无尿,双肾盂扩张D.少尿,尿比重1.009E.夜尿多,双肾萎缩肾性急性肾衰竭表现为
下列哪项表现可见于急性再生障碍性贫血
下列有关仲裁与诉讼制度的表述中,哪些符合我国现行法的规定?
(2014年)关于拉氏变换,下列关系式不成立的是()。
项目决策应遵循的原则中,()原则要求决策者充分听取专家的意见,善于吸纳各种不同意见,做到先评估、后决策。
简述判别心理异常的四个标准。
(2014年第4题)与第二次世界大战前的资本主义相比,当代资本主义在许多方面已经并正在发生着深刻的变化。正确分析这些新变化发生的原因,有利于我们科学而全面地认识当代资本主义社会。导致当代资本主义新变化发生的根本推动力量是
Windows98环境下,创建多重启动配置时需修改MSDOS.SYS。如果要在机器启动时自动显示启动菜单,则应在MSDOS.SYS文件中使用哪条命令?______
OneofthegreatestmysteriesinthestudyofCetacea[aquaticmammals]hasalwaysbeenthatthecreaturesfoundinthestomac
最新回复
(
0
)