Skip to main content

Home/ GROK collect/ Group items tagged cycle

Rss Feed Group items tagged

Irene V.

Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Proc... - 0 views

  • By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes
  • By 2014, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay or Amazon, and more than 70 percent of Global 2000 organizations will have at least one gamified application
  • Gamification describes the broad trend of employing game mechanics to non-game environments such as innovation, marketing, training, employee performance, health and social change
  • ...3 more annotations...
  • The goals of gamification are to achieve higher levels of engagement, change behaviors and stimulate innovation. The opportunities for businesses are great – from having more engaged customers, to crowdsourcing innovation or improving employee performance.
  • four principal means of driving engagement using gamification: 1. Accelerated feedback cycles. In the real world, feedback loops are slow (e.g., annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement. 2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals. 3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity. 4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.
  • Where games traditionally model the real world, organizations must now take the opportunity for their real world to emulate games," said Mr. Burke. "Enterprise architects must be ready to contribute to gamification strategy formulation and should try at least one gaming exercise as part of their enterprise context planning efforts this year
Irene V.

Divine Template Creations | Sacred Geometry | 1-9 | 9 - 0 views

  • 9 The 9 is the completion of the creative cycle. It brings attainment, compassion, and vision for the future through the wisdom gleaned from the journey through the other numbers.
  • closing of the circle, carrying us back to the 1 to begin the next evolution
  •  
    pensando en la imagen, la visualizacion, el logo...
Irene V.

Resilience, Personal and Organizational - book - 0 views

  •  
    ciclos de adaptacion, elementos de resilencia, caracteristicas, etc... util
1 - 3 of 3
Showing 20 items per page