Gamification, especially as it applies to enterprise applications, is all about engagement, and quality, and helping people achieve their goals. Or, to put it another way, it’s about motivation. There’s another approach to thinking about motivation, especially of knowledge workers (i.e., those who work with enterprise applications), and that’s as exemplified in Daniel Pink‘s awesome book Drive: The Surprising Truth About What Motivates Us. For the purposes of this discussion, we can summarize Pink’s main point briefly as follows:
We are in the age of “Motivation 3.0,” and motivation primarily is driven by three key dimensions – mastery, autonomy, and purpose. That is, if you want people to be motivated to do their work, they have to have or be working toward a sense of mastery. They have to feel they have some amount of control (or autonomy) over what they do. And the work they do has to be aligned with a higher purpose, it can’t just be “because.”
How does this idea of Motivation 3.0 apply to or intersect with gamification? Gamification is the solution to a lot of problems that especially enterprise software faces. In particular, gamification is intimately related to surfacing the components of Motivation 3.0 – mastery, autonomy, and purpose.
So, that’s my take on how the ideas in Drive align with gamification. What do you think about this? I’d love to start a conversation about this below in the comments section!
Your host and author, Nils Davis, is a long-time product manager, consultant, trainer, and coach. He is the author of The Secret Product Manager Handbook, many blog posts, a series of video trainings on product management, and the occasional grilled pizza.
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