Gamification: pervasive habit
When I was little, I used to watch the adults talk about work. I used to watch them go or return from work and every time my perception was the same: they were into a serious world, so serious as to be grave. And I did not understand why.
Then I went to school, I went to the university and I began to understand more and more, as well as to experience first hand that it is possible to combine the seriousness of knowledge with the lightness of the experience.
When I heard for the fist time about gamification, the first comment I made was: Finally! Not only what I have always thought, that the fruitful union of knowledge and experience, was possible, but with gamification justidied from scientific point of view the existence of this union. Game is both serious and light. Then why it cannot be the same also for work environment? Why relegate having fun, no-boredom to things outside of work? Many companies all over the world notice that and they are re-designing themselves in these terms.
Whether you apply the gamification pillars digitally, using applications, or analogically, activating practical actions by people, in my (and their) opinion the result is the same: relieving the burden of seriousness, creating a dimension that does not diminish the seriousness of the work activities, and, indeed, invites to carry out the working tasks with pleasure in a very innovative and de-stressful way.
Examples of gamification pervasive habit are not only in work environment. Education, Culture, Marketing, Brain Storming, Health, are other areas of application.