What is
Gamification for Business by Sune Gudiksen about?
Gamification for Business explores how game design techniques can solve organizational challenges, boost employee motivation, and drive innovation. It covers applications in marketing, employee engagement, and training, using real-world examples to show how games create collaborative spaces for strategic change.
Who should read
Gamification for Business?
Changemakers, consultants, and leaders seeking tools for organizational development will benefit most. Academics studying serious games or innovation strategies and HR/training professionals aiming to enhance team dynamics will also find actionable insights.
Is
Gamification for Business worth reading?
Yes—the book blends psychology, case studies, and practical frameworks for implementing gamification. It balances theory with actionable strategies for fostering creativity and productivity, making it valuable for professionals navigating modern workplace challenges.
What are “business games” in
Gamification for Business?
Business games are structured activities that simulate real-world challenges to encourage problem-solving and teamwork. They act as temporary “safe spaces” for experimentation, helping teams align on strategy, culture, or innovation goals without real-world risks.
How does
Gamification for Business differentiate progression and emergence game structures?
- Progression games use linear, rule-based designs ideal for skill development (e.g., training programs).
- Emergence games prioritize open-ended, player-driven outcomes suited for innovation (e.g., brainstorming sessions). The book advises tailoring structures to organizational needs.
What industries or functions does
Gamification for Business highlight?
Examples span marketing (customer loyalty programs), HR (employee onboarding), education (interactive learning), and health (wellness initiatives). The book emphasizes gamification’s versatility in driving engagement across sectors.
How does
Gamification for Business compare to Brian Burke’s
Gamify?
While Burke’s Gamify focuses on motivation mechanics and avoiding common pitfalls, Gudiksen’s work emphasizes game design as a tool for systemic organizational change. Both offer practical steps but target different aspects of implementation.
What criticisms exist about
Gamification for Business?
Some reviewers note a heavier focus on conceptual frameworks than step-by-step guides. However, its case studies and research-backed insights compensate by providing adaptable strategies rather than rigid formulas.
Does
Gamification for Business address digital vs. physical games?
Yes—it highlights hybrid approaches, such as using apps for real-time feedback during in-person workshops. This blend leverages technology’s scalability while maintaining face-to-face collaboration’s richness.
How can
Gamification for Business improve workplace training?
The book advocates replacing passive lectures with interactive simulations. For example, role-playing games help employees practice conflict resolution, while point systems track skill mastery, making learning measurable and engaging.
Why is
Gamification for Business relevant in 2025?
With remote work and AI reshaping workplaces, the book’s strategies for virtual team-building and fostering creativity remain critical. Its emphasis on human-centric design aligns with trends prioritizing employee well-being and adaptability.
What key quote summarizes
Gamification for Business?
“Business games are a vital ingredient in innovation pursuits and the process of change.” This underscores the book’s thesis that playfulness unlocks problem-solving potential often stifled by traditional corporate structures.