How 'gamification' could revolutionise creative thinking in the workplace

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Coming up with a good creative idea is hard. We do not fully understand how this process works, but there are certain techniques that have proved successful in fostering creativity, such as mind-mapping, brainstorming or creating conditions for free experimentation. Many big companies (such as design agencies) embrace these practices in the way they work.

The rapid acceleration of information technologies has led to a huge boom in the video game industry. Curious as to what exactly makes games so engaging, many are keen to test it out in non-gaming contexts. This process is called “gamification” (not to be confused with game theory).

Playing games, literally, is a powerful way of facilitating creative thinking, because it can lower the barriers of established behavioural norms and routines by offering new rules and sometimes even new realities.

The idea was quickly picked up by business where bold predictions were made about the value of gamification when applied to business processes such as innovation management – overseeing the process of creating and transforming an idea into a marketable solution. But many companies are still sceptical about the concept of gamification or unsure how to make it work for their particular needs.

Ideas management

The purpose of ideas management is to engage people who already have ideas and to streamline them through the “innovation funnel” – the process of searching for, selecting and implementing new ideas. Our research shows how gamification becomes a tool to create a space where people can share their ideas with each other.

A typical way this would work would be for an organisation to set up a platform such as a website on which to post and share ideas. Employees receive points every week or month to “invest” in proposed ideas they like. After the best ideas are selected, the successful “investors” receive dividends in points, which can then be reinvested. The points don’t have a monetary value, but people assign status value to them. Playing investor is both fun and serves a serious purpose.

<span class="caption">Gamified innovation flow.</span> <span class="attribution"><a class="link " href="https://heriotwatt-my.sharepoint.com/:i:/g/personal/as357_hw_ac_uk/EUjjB6x0H6dHrPKHXmXQT-oBKShLoVcwxEegvxPcmh3GuQ?e=pTI4sE" rel="nofollow noopener" target="_blank" data-ylk="slk:Heriot-Watt;elm:context_link;itc:0;sec:content-canvas">Heriot-Watt</a>, <span class="license">Author provided</span></span>
Gamified innovation flow. Heriot-Watt, Author provided

This can create informal competition between employees for the status of their departments, with unintended positive side effects. For instance, when employees browse through the platform, they start to understand better what is happening in the rest of the organisation. They get to know other people and this develops a sense of community.

In large organisations, such initiatives can be very successful at the beginning, but ultimately cannot cope with the amount of ideas flowing through the funnel. At that point the initiative needs to develop into something else.