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In gaming the concept of "achievements" has become popular. They can
include such things as "kill 100 monsters without using a weapon", "jump
10,000 times" or even "die within 10 seconds of spawning".
Achievements connect to a reward system in the human brain and add a
good deal of fun to otherwise
mundane parts of a game.
I propose that achievements be set up for workers. Bonuses for getting a
project done on time or improving a metric are well baked but this would
include many more objectives and objectives that wouldn't necessarily
directly improve performance. Things like "call tech support ten times in a
single day" could be included. If management is worried about this
slowing productivity the achievements could be hidden until unlocked.
Bonuses could be offered for unlocking a given number of achievements.
It would add an element of fun and motivation to the workday.
[hippo, Aug 15 2014]
||Linkedin? Stack overflow? Are you seriously presenting these as
examples of this idea? None of the examples on that page even faintly
||No, sorry - what I meant was the general idea you're proposing, of using gaming concepts and dynamics in a non-game context - including the workplace - is baked and is called gamification (LinkedIn is an odd example for that list - I think it's there because they added a
game-like incentive to their site to tell people that they only had to add x more items of personal data for their profile to be complete, at which point they'd get a little on-screen 'profile complete' badge as a reward - so this is an example of gamification)
||Yes I would like to see more of this. The only enterprise example I can think of is Mary Kay, with all their trinkets, baubles, diamond levels, and pink cars.
||I disapprove of both this idea and gamification in
general because it's behaviorism. While I don't
behaviorism in itself is bad, the increasing
application of it to society as a rationalization
definitely deserves critique. I'm frightened of
who internalize behaviorist paradigms as the
pursuit of rewards and the avoidance of
punishment, or wins and losses to not
acknowledge the absurdifcation,
in theory produces very low human agency, and
fat clowns. The entire behavioral avoidance
regime is reified by epitomized actors, and the
positive rewardist are just as indoctrinating with
their rational orientation.
||What behavioral avoidance regime?
||Well I look at regime as a set of behaviors that
corresponds to an ideology, so obviously when I say
behavioral avoidance regime it itself is a behavior to
be avoided in at least one behavior avoidance regime
perspective. However there are actually several.
One is that the behavior is dysfunctional to social
order, second is that it ostensibly indicates paranoia,
third is it is rendered absurd by the positive reward
pragmatic truth formula.
||Thanks for clearing that up, it's all so obvious
||//It would add an element of fun and motivation to
||Why, in the first place, are you working at a job that
requires fun and motivation to be added, for fucks'
||So while everybody must participate in behavioral
avoidance regime to some extent, it only reifies in
those who embody the sign structure of the
ideology, and become physical matter in its
||I stayed the whole day...how much gametime do I get...
||/ "call tech support ten times in a single day" /
||An excellent way to get yourself fired.
||Seriously, this kind of goal setting will get you results similar to a Russian 5 year plan or telling the CEO they'll get 20% of whatever profit the company makes next quarter. That is bad or unpredictable results.
||The hidden thing might help until people figure out the goals or even just think they have figured out the goals.
As long as they believe and act on their beliefs, the crazy bit will happen again.
||Carrot (or stick) will work to motivate the troops, but you have to be careful what you ask for because they will really try to get it for you.