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Developed with renowned game designer Jane McGonigal on behalf of the World Bank Institute, Urgent Evoke is part social game and part crash course in changing the world.

The Foresight Engine won't tell you what's going to happen in the next 50 years, but it probably knows all the same. Created with our friends at the IFTF, this online game crowdsources ideas, stretches thinking, and casts our sights toward ... the future.

AOK is a social game for social good. The currency is kindness. The collaborators are the founders
of TGO.tv and SHFT.com.

Gameful.org is a "Secret HQ for world-changing game designers" and a collaborative enterprise with
thousands of monsters hell-bent on the positive power of play.

Teh Daily Scrambler is a Twitter race to unscramble the headlines (and get newsified doing it). Just tweet @scrmblr with the #tag and your answer. Odog ckul!

If we didn't promptly answer your email last week, it was probably because we were entrenched in an Applied Gaming Workshop. These one- or many-day sessions tease the senses with Applied Gaming principles and send participants home with their very own game design toolkit (made entirely of magical ideas!).

We built Shmoozl in about the time it takes to cook a lamb, but we’re still proud of this real-time reputation minigame. It brings the simplicity of LinkedIn recommendations to the mayhem of the conference setting.

Survival Horizon is less of a game and more of a daily reminder that, hey, maybe the end of humanity is just around the corner. Developed for the IFTF's Future of Persuasion.

In the shadow of a million-dollar intranet that nobody uses, Zipline is our ongoing conversation about Knowledge Management Systems, usability, and gameplay.

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Total Engagement of the Massively Multiplayer Workforce

Posted on October 31st, 2009

“Successful businesses in the future will redesign work from the gamer’s point of view.”

[From Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete by Byron Reeves and J. Leighton Read, Harvard Business School Press]

Yep, games are already informing the design of work. And friend, it has only just begun. As Reeves and Read express in their book, an army of gamers is penetrating the workplace, fueled by Red Bull and access to a sophisticated online gaming industry that is “staggeringly, stunningly big.”

Reeves and Read explore how the complex virtual worlds and cultural structures engaging this large swath of society will inevitably inform the structure of work. After their first illustrative story, it’s easy to conceive how avatars, guilds, and quests will invigorate employees and orient them around clear personal and organizational tasks. To us, it sounds like heaps of fun.

But while virtual worlds will eventually become the workspace for a large number or worker / players, we at Natron Baxter think you can engage your massively multiplayer workforce right now. Research suggests that even the simplest game inspired mechanisms — like forum ranks and LinkedIn’s profile completeness bar — can bring appreciable results. That’s why our explorations focus on ambient, complementary game overlays to existing enterprise systems. By using connectors to MS Outlook and SharePoint, for example, and tying key performance indicators to game events, we can provide feedback, objectives, and rewards without reinventing work. (For an example, see Garden Sneak Peek: Notifications.) Like it says up top there, every effort can be made rewarding.

As we’ve taken the book as an opportunity to orient and differentiate, we’ll be posting additional bits as we continue to chew on Total Engagement. Cheers to the authors for rallying around the serious power of games. Buy their dang book.

Keywords: Enterprise 2.0, Employee Engagement, Employee Feedback Systems, Games

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