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Gamification Simplifying The Interaction Between Employees And Employers
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In future, IT admin who will successfully gamify their offices will have their salary packages doubled. Gamification is looked upon as a feasible option for businesses, as they are continually looking for new ways to improve interaction at a workplace. They are always in search of options to help them engage with employees and recording their feedback on the changes, they wish to see in an organization. In these circumstances, gaming platforms have a very bright future. According to CIO magazine, recognizing and rewarding better performers could be very easy by gamifying the entire IT structure. Gamification means the adaptation of game features to non-traditional gaming approaches. It is still an emerging technology having numerous variations and IT CIOs are getting familiar with it rather quickly. The prime reason behind implementing gamification in any business is to increase the level of excitement and attention in some particular activity. It is actually an encouraging conception used by the employers to make their employees perform better.
A US based retail store recently developed a unique gaming application for the checkout process. With it, cashiers were able to detect how much time is used in scanning certain items. Red lights and green lights are flashed depending upon the time difference between scanning of the product. This made cashiers compete with themselves and improve their last performance. This is just an insignificant example of gamification, but enough to explain how adventure and working can be collaborated.
However, few industries like pharmacy sector will not be able to take advantage of gamification concept. Some time back, a leading pharmacy software provider developed a similar application for tracking, how long their consumers have to wait, before being attended by IT experts. This agitated the employees as they took it as getting under surveillance and the company has to cease this project. After this disastrous start, it adopted an achievement-based application to reward the employees by tracking their performance. Luckily, this process worked, as costumers reported more satisfactory customer care services during feedbacks.
As far as gaming like applications and software is concerned, there are formulas to be implemented to ensure that it boosts company's production. Still, experts see it as an efficient tool to record performance data of the employees. However, the task of IT section becomes vital, as it would coordinate with different sections to know what they want in an app and tailor it to suit the requirement of every section and employee. At present, it is a rather unheard concept in the US but it is expected that in coming years, this industry is going to be the busiest industry as enterprises would be in a mad race to get their software and apps updated as a gamified software or app. Its total cost would be around USD 5.5 billion by 2018, which is USD 421 million at present. Gartner has predicted that by 2014, 70 percent US based businesses will have one or more gamified application.
Mobile apps have been the most used medium for gaming platform users. Recently a Boston based gamification reward company released a report, which revealed that one-third mobile apps users interacted using their application. It further revealed that mostly rewarded users were completing their actions via their smart phones and apps and they were quicker to finish their task for the sake of being rewarded.
All these points give us a clear idea that gamification of mobile apps and enterprise software will be in the limelight in the coming future. With the US being the world leader in technology, this concept will be used here at its best and assist US based companies in improving country's reputation in the world.
The author holds a content writer positions with a trusted enterprise app development companies. The team of mobile app developer Dallas, BlackBerry, Android and iPhone developers in Dallas has created more than 300 apps for clients.
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