This book covers the intersection of enterprise software and gamification.
Enterprise software refers to software that businesses use to run their day-to-day activities such as finance, sales, human resources, manufacturing, shipping, and procurement. It is typically purchased by companies as off-the-shelf software, customized and configured to meet their business needs, and made available to their employees. Enterprise software provides visibility to executives regarding the health of their organizations and enables them to make course corrections as needed.
Gamification is the application of game design principles and mechanics to non-game environments. It attempts to make technology more inviting by encouraging users to engage in desired behaviors and by showing the path to mastery. From a business viewpoint, gamification is using people's innate enjoyment of play.
Gamification is a buzzword in business these days. Both Fortune Magazine (footnote 1) and Wall Street Journal (footnote 2) noted this trend in 2011. M2 Research predicts that the gamification market will reach 2.8 billion dollars by 2016 (footnote 3).
There are many reasons for this trend: the changing nature of information work, entry into the workforce of digital natives (footnote 4) - a new generation that has grown up playing online and video games, and the wide spread adoption of social media and mobile technology. Businesses are turning to gamification both to engage their customers and to motivate their employees.
As with any innovative trend, best practices in gamification are still emerging. Some businesses are taking a "chocolate covered broccoli" approach, simply adding game mechanics such as points, badges and leaderboards to their applications and calling them "gamified."
Gartner, in a 2012 press release, predicts, that while gamification has enormous potential, by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design" (footnote 5).
"Most attempts at gamification currently miss the mark due to poor design, but successful and sustainable gamification can convert customers into fans, turn work into fun, or make learning a joy. The potential is enormous."
This book explores the application of design best practices to gamification to increase the chance of success of gamification. It outlines a process called Player Centered Design, which offers a five-step approach to gamification that works.
This book is designed to be a practical guide for user experience professionals, product managers and developers who wish to incorporate the principles of gamification into their business software to make it more engaging to their target audience.
Throughout the book we use a case study of the SAP Community Network (SCN), which illustrates the points made in the chapter along with lessons learnt.
Thank you for embarking on this journey of gamification with us. We wish you an engaging and rewarding trip.