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	<title>Comments for GreenBook</title>
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	<link>http://www.greenbookblog.org</link>
	<description>Market Research Blog</description>
	<lastBuildDate>Wed, 22 Feb 2012 05:50:22 +0000</lastBuildDate>
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		<title>Comment on GRIT Sneak Peek: What Emerging Research Techniques Will Be Used In 2012? by Dan Weber</title>
		<link>http://www.greenbookblog.org/2012/02/20/grit-sneak-peek-what-emerging-research-techniques-will-be-used-in-2012/#comment-230372</link>
		<dc:creator>Dan Weber</dc:creator>
		<pubDate>Wed, 22 Feb 2012 05:50:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.greenbookblog.org/?p=5586#comment-230372</guid>
		<description>Congratuations to Leonard and his team on collecting this great insight into our our industry!  
Exciting times to be in online qual!  I expect to see geolocation research to be on the list soon.</description>
		<content:encoded><![CDATA[<p>Congratuations to Leonard and his team on collecting this great insight into our our industry!<br />
Exciting times to be in online qual!  I expect to see geolocation research to be on the list soon.</p>
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		<title>Comment on The Global View &#8211; Gamification: An Option Or A Requirement? by Kathy Sierra</title>
		<link>http://www.greenbookblog.org/2012/02/20/the-global-view-gamification-an-option-or-a-requirement/#comment-230221</link>
		<dc:creator>Kathy Sierra</dc:creator>
		<pubDate>Wed, 22 Feb 2012 01:10:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.greenbookblog.org/?p=5534#comment-230221</guid>
		<description>Hmmm. There is some evidence that gamification in some business contexts could be Adopt AND die, not Adopt OR die. Nearly all examples of gamification (that are not actual games somehow mischaracterized as gamification) are based entirely on operant conditioning, using  &quot;externally-regulated extrinsic motivators&quot; to incent behavior. This works exceptionally well when used in slot machines, animal training, and airline mileage cards. Actual games, on the other hand, are based in the absolute opposite end of the motivation continuum -- designed entirely around INTRINSIC motivation. Unfortunately, as it turns out, most video games happen to *also* include extrinsic motivators which gamification vendors and consultants have naively mistaken for &quot;the elements that make games compelling and engaging.&quot;

Which is why virtually every serious game designer and game scholar LOVES the notion of applying &quot;things that make games compelling&quot; to non-game areas but also HATES  because it focuses on not just the wrong things, but the dead-last things that are the core of why well-designed games are compelling. On the other hand, operant conditioning DOES generate a flurry of behavior, just not the behavior that may be in a company&#039;s long-term best interest (let alone the iser&#039;s, but these discussions are rarely what is in the User&#039;s best interest since the whole idea is to drive behavior the user did not truly want to do).

I actually do think that one of areas where gamification *could* be artfully and correctly and even ethically applied might be market research (surveys, etc.), but not based on nearly every discussion I have seen because it is a very complex and subtle process to do it &quot;right&quot; and quite easy to get wrong, with potentially serious consequences. 

But the real question I would keep asking is -- if the desire for gamification is based on a desire for more engagement -- why is &quot;more engagement&quot; so crucial? Or more importantly, does the quality of the engagement matter? If the research is disconnected from a brand -- so that the user has no idea who is behind the research, then if gamification drives a short-term behavior to complete a survey, then there is little harm. But the instant you add gamification to increase consumer/user engagement *with the brand itself*, the risks are both counter-intuitive and potentially severe.

For a tiny look at what can go wrong, watch the Dan Pink &quot;Drive&quot; Ted talk. But If you are serious about understanding this, read the underlying research on which it is based: namely, Self-Determination Theory. (cannot just understand it from a wikipedia entry -- you need to read at least one overview book). And to begin to understand why gamification is different from games, start with the one book that was required reading for all game developers I have worked with (including my time at Virgin), &quot;flow&quot;.  Real games are about creating a pleasurable experience. Gamification is about creating tiny hits of pleasure through extrinsic motivators. These might sound similar, but the consequences, side-effects, and long-term effects are drastically different.

But like I sad, good video games often include both, so it is easy for people to misunderstand the relationship between them. And since applying game mechanics and incentives is relatively easy and repeatable (compared with actual game design, which is quite difficult and subtle), the mechanics is what marketers and vendors have focused on. The potential downsides of incentives in areas where *quality* of engagement (as opposed to just quantity) matters are well-known, but little discussed in gamification hype today. Sadly.</description>
		<content:encoded><![CDATA[<p>Hmmm. There is some evidence that gamification in some business contexts could be Adopt AND die, not Adopt OR die. Nearly all examples of gamification (that are not actual games somehow mischaracterized as gamification) are based entirely on operant conditioning, using  &#8220;externally-regulated extrinsic motivators&#8221; to incent behavior. This works exceptionally well when used in slot machines, animal training, and airline mileage cards. Actual games, on the other hand, are based in the absolute opposite end of the motivation continuum &#8212; designed entirely around INTRINSIC motivation. Unfortunately, as it turns out, most video games happen to *also* include extrinsic motivators which gamification vendors and consultants have naively mistaken for &#8220;the elements that make games compelling and engaging.&#8221;</p>
<p>Which is why virtually every serious game designer and game scholar LOVES the notion of applying &#8220;things that make games compelling&#8221; to non-game areas but also HATES  because it focuses on not just the wrong things, but the dead-last things that are the core of why well-designed games are compelling. On the other hand, operant conditioning DOES generate a flurry of behavior, just not the behavior that may be in a company&#8217;s long-term best interest (let alone the iser&#8217;s, but these discussions are rarely what is in the User&#8217;s best interest since the whole idea is to drive behavior the user did not truly want to do).</p>
<p>I actually do think that one of areas where gamification *could* be artfully and correctly and even ethically applied might be market research (surveys, etc.), but not based on nearly every discussion I have seen because it is a very complex and subtle process to do it &#8220;right&#8221; and quite easy to get wrong, with potentially serious consequences. </p>
<p>But the real question I would keep asking is &#8212; if the desire for gamification is based on a desire for more engagement &#8212; why is &#8220;more engagement&#8221; so crucial? Or more importantly, does the quality of the engagement matter? If the research is disconnected from a brand &#8212; so that the user has no idea who is behind the research, then if gamification drives a short-term behavior to complete a survey, then there is little harm. But the instant you add gamification to increase consumer/user engagement *with the brand itself*, the risks are both counter-intuitive and potentially severe.</p>
<p>For a tiny look at what can go wrong, watch the Dan Pink &#8220;Drive&#8221; Ted talk. But If you are serious about understanding this, read the underlying research on which it is based: namely, Self-Determination Theory. (cannot just understand it from a wikipedia entry &#8212; you need to read at least one overview book). And to begin to understand why gamification is different from games, start with the one book that was required reading for all game developers I have worked with (including my time at Virgin), &#8220;flow&#8221;.  Real games are about creating a pleasurable experience. Gamification is about creating tiny hits of pleasure through extrinsic motivators. These might sound similar, but the consequences, side-effects, and long-term effects are drastically different.</p>
<p>But like I sad, good video games often include both, so it is easy for people to misunderstand the relationship between them. And since applying game mechanics and incentives is relatively easy and repeatable (compared with actual game design, which is quite difficult and subtle), the mechanics is what marketers and vendors have focused on. The potential downsides of incentives in areas where *quality* of engagement (as opposed to just quantity) matters are well-known, but little discussed in gamification hype today. Sadly.</p>
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		<title>Comment on The Global View &#8211; Gamification: An Option Or A Requirement? by Adriana Rocha</title>
		<link>http://www.greenbookblog.org/2012/02/20/the-global-view-gamification-an-option-or-a-requirement/#comment-230180</link>
		<dc:creator>Adriana Rocha</dc:creator>
		<pubDate>Wed, 22 Feb 2012 00:20:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.greenbookblog.org/?p=5534#comment-230180</guid>
		<description>Hi all, 

Glad to see so great discussion rising around this post.  So let me clarify something:  when I use the expression &quot;gamification&quot;, I’m not talking about a specific technology, tool or a buzz word.  I’m not talking about designing games, badges or fun surveys neither. 

Gamification is not something new at all. More recently tough with the increasing integration of technologies into our daily lives, and the explosion of social networks and social games, the term “gamification” has been extensively used in different business areas, from education to human resources, referring to the usage of mechanisms broadly used by games to engage participants since its early stages.    

Such game mechanisms include systems of achievement, rewarding detail-oriented tasks, rules, recognition, rewards,  challenges, etc.  So I believe we should direct this discussion to questions such as “What MR can learn from other industries that are already benefiting from the usage of game mechanisms?” , “What game mechanisms, tools and techniques can be applied to MR and which are the implications?” , “What are the best practices for developing more engaging surveys, increasing respondent experience and decreasing drop-out rates?”, etc.  There are so many things to be discussed, tested and validated, so why not focus on the benefits and new opportunities instead of resisting to the new? 

As for my last sentence “adopt it or die”, it can sound a little bit radical at this moment, but from my daily personal experience dealing with Gens X and Z, both at home and work, I don’t think it will be possible to attract and motivate those Gens to participate in surveys as they’ve been designed during the past 20 years.</description>
		<content:encoded><![CDATA[<p>Hi all, </p>
<p>Glad to see so great discussion rising around this post.  So let me clarify something:  when I use the expression &#8220;gamification&#8221;, I’m not talking about a specific technology, tool or a buzz word.  I’m not talking about designing games, badges or fun surveys neither. </p>
<p>Gamification is not something new at all. More recently tough with the increasing integration of technologies into our daily lives, and the explosion of social networks and social games, the term “gamification” has been extensively used in different business areas, from education to human resources, referring to the usage of mechanisms broadly used by games to engage participants since its early stages.    </p>
<p>Such game mechanisms include systems of achievement, rewarding detail-oriented tasks, rules, recognition, rewards,  challenges, etc.  So I believe we should direct this discussion to questions such as “What MR can learn from other industries that are already benefiting from the usage of game mechanisms?” , “What game mechanisms, tools and techniques can be applied to MR and which are the implications?” , “What are the best practices for developing more engaging surveys, increasing respondent experience and decreasing drop-out rates?”, etc.  There are so many things to be discussed, tested and validated, so why not focus on the benefits and new opportunities instead of resisting to the new? </p>
<p>As for my last sentence “adopt it or die”, it can sound a little bit radical at this moment, but from my daily personal experience dealing with Gens X and Z, both at home and work, I don’t think it will be possible to attract and motivate those Gens to participate in surveys as they’ve been designed during the past 20 years.</p>
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		<title>Comment on The Global View &#8211; Gamification: An Option Or A Requirement? by Leonard Murphy</title>
		<link>http://www.greenbookblog.org/2012/02/20/the-global-view-gamification-an-option-or-a-requirement/#comment-230114</link>
		<dc:creator>Leonard Murphy</dc:creator>
		<pubDate>Tue, 21 Feb 2012 22:43:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.greenbookblog.org/?p=5534#comment-230114</guid>
		<description>Thanks for a great discussion Edward; I always value your views and experience very much and am very glad that you take the time from your busy day to chime in on these type of dialogues! Great points on the dynamics of uptake and I&#039;ll do some more thinking on that, although overall my sense is that the barriers re: gamification have more to do with cultural issues and context than actual technology or validation. If that is the case those are significant barriers indeed and probably only real push back from the market will provoke a change. I could be wrong though! 

Sorry if my analogy didn&#039;t work for you! I think of myself as more of a technician in many ways so it may be my own bias seeping through! That said, I think my point of much of MR needing to adapt more readily to change holds. That doesn&#039;t mean throwing the baby out with the bathwater, but it does mean perhaps being open to finding new ways to meet the needs of clients that may be a bit different than what we&#039;re used to. I hope that clarifies and is easier to swallow! :)</description>
		<content:encoded><![CDATA[<p>Thanks for a great discussion Edward; I always value your views and experience very much and am very glad that you take the time from your busy day to chime in on these type of dialogues! Great points on the dynamics of uptake and I&#8217;ll do some more thinking on that, although overall my sense is that the barriers re: gamification have more to do with cultural issues and context than actual technology or validation. If that is the case those are significant barriers indeed and probably only real push back from the market will provoke a change. I could be wrong though! </p>
<p>Sorry if my analogy didn&#8217;t work for you! I think of myself as more of a technician in many ways so it may be my own bias seeping through! That said, I think my point of much of MR needing to adapt more readily to change holds. That doesn&#8217;t mean throwing the baby out with the bathwater, but it does mean perhaps being open to finding new ways to meet the needs of clients that may be a bit different than what we&#8217;re used to. I hope that clarifies and is easier to swallow! <img src='http://www.greenbookblog.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on The Global View &#8211; Gamification: An Option Or A Requirement? by Edward04</title>
		<link>http://www.greenbookblog.org/2012/02/20/the-global-view-gamification-an-option-or-a-requirement/#comment-230066</link>
		<dc:creator>Edward04</dc:creator>
		<pubDate>Tue, 21 Feb 2012 21:30:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.greenbookblog.org/?p=5534#comment-230066</guid>
		<description>Lenny. I&#039;ve pretty much come to the end of what I wish to post in public. And by the by, it&#039;s hardly surprising that Marketing folk should wish to engage in what is loosely described as &quot;gamification&quot;. Ask yourself a question on uptake of new technologies/new anything: if it&#039;s slow, there are barriers. What are the barriers you see? Have you identified them and responded to them?  Just to be clear: I am agnostic. The rules of behavioural change are multi-facetted, but need, as I mentioned above, to hit some key change drivers. Just saying &quot;better engaged consumers&quot; isn&#039;t enough - I would argue there are any number of ways to do that in Research, not restricted to gamification.  I would disagree with your assertion that many of the issues raised have been resolved adequately. Finally, the use of emotive automotive imagery is to me, as a client side researcher neither particularly appropriate nor helpful.</description>
		<content:encoded><![CDATA[<p>Lenny. I&#8217;ve pretty much come to the end of what I wish to post in public. And by the by, it&#8217;s hardly surprising that Marketing folk should wish to engage in what is loosely described as &#8220;gamification&#8221;. Ask yourself a question on uptake of new technologies/new anything: if it&#8217;s slow, there are barriers. What are the barriers you see? Have you identified them and responded to them?  Just to be clear: I am agnostic. The rules of behavioural change are multi-facetted, but need, as I mentioned above, to hit some key change drivers. Just saying &#8220;better engaged consumers&#8221; isn&#8217;t enough &#8211; I would argue there are any number of ways to do that in Research, not restricted to gamification.  I would disagree with your assertion that many of the issues raised have been resolved adequately. Finally, the use of emotive automotive imagery is to me, as a client side researcher neither particularly appropriate nor helpful.</p>
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		<title>Comment on The Global View &#8211; Gamification: An Option Or A Requirement? by Leonard Murphy</title>
		<link>http://www.greenbookblog.org/2012/02/20/the-global-view-gamification-an-option-or-a-requirement/#comment-230047</link>
		<dc:creator>Leonard Murphy</dc:creator>
		<pubDate>Tue, 21 Feb 2012 21:09:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.greenbookblog.org/?p=5534#comment-230047</guid>
		<description>Hmm. I think we&#039;re skating around the issue here. I see gamification (and communities and social media as well) as opportunities to bring down the insights silo and create a multi-purpose engagement conduit between brands and their target populations. Does it work in all contexts? No, certainly not.  Medical device manufacturers may have a hard time figuring out a gamification model for procurement specialists in hospitals. But the bigger question in my mind is that just because there may be barriers to relevant adoption within certain verticals is an issue of creativity and culture within that vertical, NOT a reflection of the relevancy of game models as a means to more deeply engage with and understand humans. 

In terms of case studies, there is a ton out there although not within the MR industry; the vast majority is in social sciences and marketing. Here is a Google link based on a search I just did for &quot;successful applications of gamification&quot; &lt;a href=&quot;https://www.google.com/search?q=successful+applications+of+gamification&amp;ie=utf-8&amp;oe=utf-8&amp;aq=t&amp;rls=org.mozilla:en-US:official&amp;client=firefox-a&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;https://www.google.com/search?q=successful+applications+of+gamification&amp;ie=utf-8&amp;oe=utf-8&amp;aq=t&amp;rls=org.mozilla:en-US:official&amp;client=firefox-a&lt;/a&gt;. I&#039;ve also highlighted a few examples here on the blog of companies using gamification for MR and Marketing at the same time.  

Just to be clear, I agree with all of the concerns you are bringing up, I just don&#039;t agree that these are issues that don&#039;t have a resolution or in many cases have not already been resolved. Gamification is just one tool in the toolbox for MR, but if our training as researchers is only as mechanics of vintage automobiles it may be that we need to update our toolbox and skillset to be able to understand how to use all of our tools effectively.</description>
		<content:encoded><![CDATA[<p>Hmm. I think we&#8217;re skating around the issue here. I see gamification (and communities and social media as well) as opportunities to bring down the insights silo and create a multi-purpose engagement conduit between brands and their target populations. Does it work in all contexts? No, certainly not.  Medical device manufacturers may have a hard time figuring out a gamification model for procurement specialists in hospitals. But the bigger question in my mind is that just because there may be barriers to relevant adoption within certain verticals is an issue of creativity and culture within that vertical, NOT a reflection of the relevancy of game models as a means to more deeply engage with and understand humans. </p>
<p>In terms of case studies, there is a ton out there although not within the MR industry; the vast majority is in social sciences and marketing. Here is a Google link based on a search I just did for &#8220;successful applications of gamification&#8221; <a href="https://www.google.com/search?q=successful+applications+of+gamification&#038;ie=utf-8&#038;oe=utf-8&#038;aq=t&#038;rls=org.mozilla:en-US:official&#038;client=firefox-a" target="_blank" rel="nofollow">https://www.google.com/search?q=successful+applications+of+gamification&#038;ie=utf-8&#038;oe=utf-8&#038;aq=t&#038;rls=org.mozilla:en-US:official&#038;client=firefox-a</a>. I&#8217;ve also highlighted a few examples here on the blog of companies using gamification for MR and Marketing at the same time.  </p>
<p>Just to be clear, I agree with all of the concerns you are bringing up, I just don&#8217;t agree that these are issues that don&#8217;t have a resolution or in many cases have not already been resolved. Gamification is just one tool in the toolbox for MR, but if our training as researchers is only as mechanics of vintage automobiles it may be that we need to update our toolbox and skillset to be able to understand how to use all of our tools effectively.</p>
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		<title>Comment on The Global View &#8211; Gamification: An Option Or A Requirement? by Leonard Murphy</title>
		<link>http://www.greenbookblog.org/2012/02/20/the-global-view-gamification-an-option-or-a-requirement/#comment-230039</link>
		<dc:creator>Leonard Murphy</dc:creator>
		<pubDate>Tue, 21 Feb 2012 20:51:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.greenbookblog.org/?p=5534#comment-230039</guid>
		<description>Great point Edward, but generational aspect of gamification may be a mistaken assumption. If humans are inherently game playing creatures and that model is intrinsic to how we think, behave, and interact with one another then all the focus of Gens Y &amp; Z does is highlight the first gen where this has been an overt influence rather than a passive behavior. I think data from facebook and Zynga indicate that biggest growth areas for both are in Boomers and above, and based upon the emphasis of game play in retirement communities, etc.. I suspect that emphasizing applications for younger segments is missing the boat in a big way. I think gamification is a human opportunity, not a generational one.</description>
		<content:encoded><![CDATA[<p>Great point Edward, but generational aspect of gamification may be a mistaken assumption. If humans are inherently game playing creatures and that model is intrinsic to how we think, behave, and interact with one another then all the focus of Gens Y &#038; Z does is highlight the first gen where this has been an overt influence rather than a passive behavior. I think data from facebook and Zynga indicate that biggest growth areas for both are in Boomers and above, and based upon the emphasis of game play in retirement communities, etc.. I suspect that emphasizing applications for younger segments is missing the boat in a big way. I think gamification is a human opportunity, not a generational one.</p>
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		<title>Comment on The Global View &#8211; Gamification: An Option Or A Requirement? by Edward04</title>
		<link>http://www.greenbookblog.org/2012/02/20/the-global-view-gamification-an-option-or-a-requirement/#comment-230038</link>
		<dc:creator>Edward04</dc:creator>
		<pubDate>Tue, 21 Feb 2012 20:49:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.greenbookblog.org/?p=5534#comment-230038</guid>
		<description>Thanks for sharing those - sanitised, no doubt - case studies of the brands you refer to, in whatever forum appropriate, Lenny. I remain methodologically agnostic but forward leaning. Big picture stuff is OK, but often decided on by General Management and not Consumer Insights. It may well be the case, depending on what case studies you can share with, that the  push for gamification adoption is relevant to segments and industries with high consumer involvement - and possibly the younger audiences within that segment.  What % of industries don&#039;t fit that mode?  I would suggest plenty. Which means that what you&#039;re talking about here - and we haven&#039;t heard the phase game-changing yet, but I sense it coming..... -may have less application to many of those areas.</description>
		<content:encoded><![CDATA[<p>Thanks for sharing those &#8211; sanitised, no doubt &#8211; case studies of the brands you refer to, in whatever forum appropriate, Lenny. I remain methodologically agnostic but forward leaning. Big picture stuff is OK, but often decided on by General Management and not Consumer Insights. It may well be the case, depending on what case studies you can share with, that the  push for gamification adoption is relevant to segments and industries with high consumer involvement &#8211; and possibly the younger audiences within that segment.  What % of industries don&#8217;t fit that mode?  I would suggest plenty. Which means that what you&#8217;re talking about here &#8211; and we haven&#8217;t heard the phase game-changing yet, but I sense it coming&#8230;.. -may have less application to many of those areas.</p>
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		<title>Comment on The Global View &#8211; Gamification: An Option Or A Requirement? by Nick Head</title>
		<link>http://www.greenbookblog.org/2012/02/20/the-global-view-gamification-an-option-or-a-requirement/#comment-230035</link>
		<dc:creator>Nick Head</dc:creator>
		<pubDate>Tue, 21 Feb 2012 20:45:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.greenbookblog.org/?p=5534#comment-230035</guid>
		<description>While I agree with the general sentiments in Adriana&#039;s article I think we need to step back from the adopt it or die conclusion.
At Stream Research we are adopters of new techniques and innovate in terms of research methodologies but I still feel we need more down to earth methodologies as well. Not everyone is online for example (strange to think), not everyone has the same social class background (not just from a UK perspective) and not everyone relates to social media, technology or gaming - even in the generations you talk about, I agree it has a role but it is only part of how we build a picture of consumers for our clients</description>
		<content:encoded><![CDATA[<p>While I agree with the general sentiments in Adriana&#8217;s article I think we need to step back from the adopt it or die conclusion.<br />
At Stream Research we are adopters of new techniques and innovate in terms of research methodologies but I still feel we need more down to earth methodologies as well. Not everyone is online for example (strange to think), not everyone has the same social class background (not just from a UK perspective) and not everyone relates to social media, technology or gaming &#8211; even in the generations you talk about, I agree it has a role but it is only part of how we build a picture of consumers for our clients</p>
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		<title>Comment on The Global View &#8211; Gamification: An Option Or A Requirement? by Leonard Murphy</title>
		<link>http://www.greenbookblog.org/2012/02/20/the-global-view-gamification-an-option-or-a-requirement/#comment-230022</link>
		<dc:creator>Leonard Murphy</dc:creator>
		<pubDate>Tue, 21 Feb 2012 20:22:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.greenbookblog.org/?p=5534#comment-230022</guid>
		<description>Agreed on all fronts Edward, but we need to look at this in context outside of MR. Marketing organizations, HR, etc.. invest billions of dollars annually in developing new gamified strategies to address many different business issues. MR needs to come out of it&#039;s silo and be rolled into initiatives here. Lots and lots of brands are working with non-mr agencies to implement games that collect data and deliver impactful insight while also enhancing the brand relationship. In this way gamification is similar to MROCs and no one is challenging that model. 

The point is that we can debate minutiae on this (and we should), but the business context needs to rule the decision making and that means that we need to stop thinking just as researchers and instead begin looking at the bigger picture of how something like gamification fits within the overall goals of an organization. Collecting data is easy, but bu8ilding engagement with consumers is tough. We should be doing both at the same time whenever we can.</description>
		<content:encoded><![CDATA[<p>Agreed on all fronts Edward, but we need to look at this in context outside of MR. Marketing organizations, HR, etc.. invest billions of dollars annually in developing new gamified strategies to address many different business issues. MR needs to come out of it&#8217;s silo and be rolled into initiatives here. Lots and lots of brands are working with non-mr agencies to implement games that collect data and deliver impactful insight while also enhancing the brand relationship. In this way gamification is similar to MROCs and no one is challenging that model. </p>
<p>The point is that we can debate minutiae on this (and we should), but the business context needs to rule the decision making and that means that we need to stop thinking just as researchers and instead begin looking at the bigger picture of how something like gamification fits within the overall goals of an organization. Collecting data is easy, but bu8ilding engagement with consumers is tough. We should be doing both at the same time whenever we can.</p>
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