IFTF recently released the latest research report written by game designer Jane McGonigal. In Engagement Economy, McGonigal turns her attention to the pressing problem facing leading organizations today: how to actively engage users. She writes:
In the economy of engagement, it is less and less important to compete for attention, and more and more important to compete for things like brain cycles and interactive bandwidth. Crowd-dependent projects must capture the mental energy and the active effort it takes to make individual contributions to a larger whole.
But how, exactly, do you turn attention into engagement? How do you convert a member of the crowd into a member of your team? To answer these questions, innovative organizations will have to grapple with the new challenge of harnessing “participation bandwidth.” To do so, they may start to take their cues not from the world of business, but rather from the world of play. Game designers, virtual world builders, social media developers, and other “funware” creators have the potential to offer essential design strategies and economic theories for otherwise “serious” initiatives.