- Format: Kindle Edition
- File Size: 2715 KB
- Print Length: 240 pages
- Publisher: Wiley; 1 edition (21 January 2014)
- Sold by: Amazon Australia Services, Inc.
- Language: English
- ASIN: B00I05535E
- Text-to-Speech: Enabled
- Word Wise: Enabled
- Customer Reviews: 14 customer ratings
- Amazon Bestsellers Rank: #215,209 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
The Game Changer: How to Use the Science of Motivation With the Power of Game Design to Shift Behaviour, Shape Culture and Make Clever Happen Kindle Edition
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About the Author
Dr Jason Fox is a global authority on motivation strategy and design, and he?s on an epic quest to liberate the world from poorly designed work.
After sneaking into the Ivory Towers of academia and levelling up with a PhD in record time, Jason now works with forward-thinking business leaders, showing them how to use the best elements of motivation science and game design to influence behaviour, drive progress and make clever happen.
He has advised on motivation strategy, change management and good gamification design to a range of organisations ? from multinational companies like PepsiCo, Gartner and Toyota; to the big banks, universities, mining, telecommunication and pharmaceutical companies; right through to grassroots educational organisations and savvy startups.
Jason lives in Melbourne, Australia, the hipster capital of beards and good coffee. When not gallivanting around the world speaking at events (as the science-based alternative to the fist-pumping rah-rah motivational corporate speakers) or immersed in game-changing work with clients, Jason enjoys partaking in extreme sports like reading, coffee snobbery and fruit ninja.
--This text refers to the paperback edition.
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The information and ideas in the book are great too. It's really challenged the way I think about motivation in the workplace and how to better design businesses and processes.
Well worth a read.
The steps and explanations are easy to follow and build into a coherent and powerful way of having a bigger impact in the short term and, perhaps more importantly, over the long-term.
Top international reviews
This book believes this paradox is the result of poorly designed work that fails to inspire and motivate. It states that we can look at games for inspiration on how to create work that is both rewarding and motivating. This is known as gamification.
There are many excellent points in the book, I will try and sum up the ones I think are most important.
A key element of gamification is giving people a sense of progress. Just like how people hate to be stuck in the same part of a game for a long time, in real life people don't like been stuck on something for a long time either. We want to believe that we are going somewhere, achieving something and we like to see visible progress, work needs to be constantly moving forwards, complex tasks need to be broken down into small easily achieved steps so each easily achieved step gives people a sense of achievement and progress towards a longer term goal.
When people don't get a sense of progress they will often turn to tasks that do give them progress(e.g checking emails) even tho it's not important as the work they should be doing.
Another vital part of progress is that even when you fail you're still making progress because you're figuring out what does not work, this is very important (think of how many times you die in a computer game as you figure things out). The author believes we need to leave behind the cult of success and focus more on progress and making tasks more rewarding.
Autonomy, mastery, and purpose are very important for happiness in people's lives in general. Games have this perfectly, the player makes decisions for themselves (autonomy), they learn about how the game works and how to do things in the game (mastery), and they have a cool purpose to work towards (e.g complete game to rescue the princess, save the world etc). If you want to get people motivated, you need to incorporate these things in to work.
Giving rewards can be a useful part of gamification. The gap between action and reward for the action needs to kept as small as possible as people need quick feedback. But rewards must be used carefully as they can change people's motivation to just wanting the reward. Money as a motivator only works up to a certain point then its effectiveness plateaus and other things become more important.
"Using our hero teacher as the shining example, he introduces a new reward scheme: `The top 10 per cent of teachers will be given a $ 10 000 bonus at the end of the year', he boldly proclaims. There are 40 teaching staff at this school. And now they start eyeing each other off, wondering who will be in the top four to receive the reward; $ 10 000 is a lot of money, after all. Activities begin to narrow. Teachers who would otherwise innovate and think creatively now perform within the parameters dictated by the reward. Those teachers who used to share their resources have stopped collaborating; things have got competitive. And then the bickering and politics start -- and what was once a wonderful culture of collaboration focused on enhancing learning opportunities for students has now become a bitter culture of compliance and competition."
"Pay well, provide a good base package, and then focus on the motivational opportunities inherent within the work (which is the premise of this book). Use incentives and rewards cautiously for short sprints of grunt work, and use good motivation design to bring out the best in your team."
Goal setting is heavily criticized as it can focus too much attention on the wrong things which results in bad results. (e.g lying about achieving the goal or doing quick poor quality work), intrinsic motivation, making the work, progress and change inherently rewarding works a lot better.
This book considers the motivation industry to be based on poor science and to be using cynical psychological manipulation to exploit people but actually delivering very little of actually use beyond psyching people up with "I can achieve anything I want" and other such nice to believe things. (actually getting people with low self esteem to chant such slogans makes them even more depressed!). It is written in a informal and sometimes funny manner with some amusing drawings and has good science to back up its claims.
Lots of applications.
In the book, Reality is Broken, often cited in this book, there are numerous examples of great gamification platforms. Few of which continue to operate.
The ideas in this book should stimulate a lot of good thinking but the execution will prove difficult. I find it very hard to get people to maintain feedback systems and to 'make progress visible'. I have found that bringing attention to progress is helpful in keeping momentum up---so I now report more on progress of my own projects. That helps me but does really spur others to great work.
I highly recommend the book but expect to do a lot of work figuring out the how...
Yes, still a 5 star book.
Jason's wry wit is engaging, his illustrations hilarious. This book is a gem.
I've started applying the concepts learned while reading the book! Extremely helpful to the projects i have in hand and which need simple and creative approach, focused on ''gamification''.