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Gamification for Business

Why Innovators and Changemakers Use Games to Break Down Silos, Drive Engagement and Build Trust

3.3 (11 ratings)
16 minutes read | Text | 9 key ideas
Navigating the complex maze of modern business challenges, "Gamification for Business" serves as a vibrant compass for innovation and performance enhancement. Through the playful lens of game design, this insightful guide transcends traditional corporate paradigms, revealing how strategic play can transform teamwork, ignite motivation, and pave avenues for groundbreaking progress. Authors Sune Gudiksen and Jake Inlove harness their expertise to illuminate the tangible impact of gamified solutions, drawing from over 20 compelling case studies. Each narrative unravels a company’s journey, from identifying core issues to implementing game-based solutions, illustrating the potent power of play. Tailored for forward-thinking leaders and decision-makers, this book is a blueprint for those eager to cultivate a dynamic, cohesive organizational culture while unlocking untapped potential and fostering a fertile ground for innovation.

Categories

Business, Technology, Management

Content Type

Book

Binding

Kindle Edition

Year

2018

Publisher

Kogan Page

Language

English

ASIN

B07KW9BBLN

ISBN

0749484330

ISBN13

9780749484330

File Download

PDF | EPUB

Gamification for Business Plot Summary

Introduction

Imagine standing in a boardroom, watching executives engage with colorful cards, moving pieces across a game board, and laughing as they tackle what would normally be tense strategic decisions. The energy in the room is palpable – people who minutes ago were checking emails are now fully immersed in solving complex problems together. This scene is becoming increasingly common as organizations discover the power of gamification to unlock creativity and drive innovation. For decades, businesses have struggled with the paradox of needing innovation while being structured for operational efficiency. Traditional approaches often fail to engage employees, break down silos, or create the psychological safety needed for true creativity. This is where gamification enters – not as mere entertainment, but as a powerful methodology that creates safe spaces for experimentation, unconventional forms of collaboration, and meaningful stakeholder engagement. By tapping into our innate human love of play, organizations are discovering they can transform their approach to challenges, turning what was once arduous into something engaging, productive, and even joyful.

Chapter 1: Games as Drivers of Organizational Innovation

Sarah walked into the telecommunications company's strategy meeting with trepidation. As innovation manager, she needed to help the leadership team explore options in an increasingly competitive market, but previous attempts had devolved into defensive posturing and risk aversion. Today, however, was different. Instead of the usual slide deck, she unveiled a game board with markers representing different strategic positions. "This is Strategic Derby," she explained. "Each team will play either our company or one of our competitors. You'll invest these resources in strategic moves and immediately see potential reactions." What followed was remarkable. Executives who normally defended their departments now engaged in lively discussion about market dynamics. As they placed markers on categories like "best brand" or "best partnerships," they gained immediate feedback from simulated competitor moves. Within 90 minutes, the teams had explored dozens of strategic options and gained insights into likely competitive responses – all while fully engaged and enjoying themselves. The game worked because it created a temporary alternative world with boundaries, rules for interaction, artifacts (the board and markers), and clear goals. This "ludic space" allowed executives to experiment safely without career-threatening consequences. By stepping into the roles of competitors, they gained new perspectives that would have been difficult to achieve through conventional analysis. Most importantly, the reflection phase afterward helped them translate game insights into actionable strategic decisions. This example demonstrates why games are powerful drivers of organizational innovation. They provide safe spaces for experimentation, introduce unconventional forms of interaction that cut across hierarchies, and structure environments that enable innovation to flourish. The game didn't simply make strategy fun – it fundamentally changed how participants thought about their competitive landscape and opened pathways to innovation that conventional approaches might have missed.

Chapter 2: Patterns and Frameworks: Understanding Gamification Design

When Henning and his team at UXBerlin were asked to help a large German insurance company foster cultural change after a merger, they faced a significant challenge. The company wanted employees to experience its new "lifetime partner" strategy – moving from transactional insurance provider to preventive health partner – but traditional communication approaches weren't creating the necessary mindset shift. Rather than creating yet another slide presentation, Henning's team designed a gamified workshop format using design patterns they had developed through extensive research. The format included an escape room exercise where teams had to sequence customer journeys in less complex ways, directly experiencing the "simplification" value the company wanted to promote. Another activity used the "blue ocean strategy" framework, asking participants to reinvent an ice cream shop business model by deciding what elements to eliminate, reduce, improve, or create anew. The results were transformative. Nearly 80% of employees participated in these workshops, reporting "eye-opening experiences" that made the strategy tangible in ways presentations never could. The gamified approach reduced perceived distance between board members and employees, and effectively cultivated entrepreneurial thinking throughout the organization. What made this intervention successful was the thoughtful application of gamification design patterns – reusable solutions to recurring innovation challenges. The research team identified 36 such patterns, categorized as either "flow patterns" (like DILEMMA SOLVING, EXPERIENTIAL LEARNING, and AWARENESS RAISING) or "component patterns" (like ROLES, QUIZZES, and STORYTELLING). These patterns provide a language and framework for designers to understand what makes games effective and how to combine elements to address specific innovation challenges. By understanding these patterns, organizations can move beyond anecdotal approaches to develop evidence-based, purposeful gamification strategies that consistently deliver results.

Chapter 3: From Theory to Practice: Case Studies of Innovation Games

The Corporate Sustainability Innovation (CSI) game emerged from a collaboration between researchers and a leading telecommunications provider facing a critical challenge: How could they translate abstract sustainability values into everyday corporate practices? The game designers recognized that simply communicating sustainability goals wasn't enough – employees needed to personally engage with the concepts and generate their own ideas for implementation. The resulting CSI game combined several game patterns into a structured workshop. First, a quiz format helped participants learn essential sustainability concepts. Next, players confronted dilemmas like balancing service reliability against environmental improvements, taking on different stakeholder roles to evaluate responses. Finally, they identified sustainability challenges from their own work experience and co-created innovative approaches to address them. In one session, participants identified the challenge of transforming the corporate design gallery into a sustainability showcase. Their ideas ranged from improving server infrastructure to implementing mandatory sustainability criteria for all business decisions. Another group tackled the challenge of plastic waste from COVID-related safety measures, developing concepts for a gamified "environmental heroes" app with autonomous collectors to make recycling rewarding and fun. What makes these case studies significant is how they demonstrate the translation of gamification theory into practical solutions for real organizational challenges. The CSI game wasn't created as generic entertainment – it was specifically designed to address the telecommunications company's need to operationalize sustainability values. It created a safe space for employees to experiment with ideas they might hesitate to voice in conventional settings, and fostered cross-functional collaboration that brought diverse perspectives to complex problems. By combining education, empathy-building, and creative problem-solving into an engaging format, the game accelerated the company's sustainability transformation in ways traditional approaches couldn't match.

Chapter 4: Creating Safe Spaces for Experimentation and Collaboration

When a Danish banking institution needed to explore radically new business models while maintaining its current operations, they faced the classic innovator's dilemma: how to allocate resources between existing advantages and potential future ones. Traditional strategic planning meetings had become political battlegrounds where department heads defended their territories rather than exploring new possibilities. The innovation consultants introduced the Business Model Branching game, which visually mapped the company's current business branches on a tree-like board, indicating which were in the launch, ramp-up, exploit, reconfigure, or disengage phases. Team members had to allocate limited resources and make competency development decisions, trying to time the transition from one business advantage to another. During gameplay, something remarkable happened. The visual metaphor and game mechanics created psychological safety that conventional meetings couldn't provide. One executive admitted, "We're clearly using all our energy on a declining business branch without advancing new ones." Another recognized they were falling behind competitors in digital solutions because resources were "held hostage" by leaders of traditional branches. In the game space, these insights weren't threatening – they were simply observations about game pieces that could be moved around to create better outcomes. The power of games to create safe spaces stems from their fundamental nature as temporary alternative worlds with defined boundaries. Inside this "ludic space," participants can take risks, make mistakes, and explore radical ideas without real-world consequences. The artificial construct of the game allows executives to discuss politically sensitive topics that might be taboo in regular meetings. By making resource allocation visible and tangible through game pieces, abstract concepts like "organizational ambidexterity" become concrete challenges that teams can physically manipulate and solve together. This case illustrates why games have become increasingly valuable for innovation: they create environments where psychological safety and creative tension can coexist, where hierarchy and politics temporarily fade into the background, and where collaboration emerges naturally from shared engagement with the game's challenges. In today's uncertain business environment, these safe spaces for experimentation may be the most valuable innovation asset organizations can develop.

Chapter 5: Customizing Games for Specific Innovation Challenges

The leadership team at Lufthansa Systems faced a familiar paradox: their success came from carefully planned flight services and holistic customer journeys, yet the rapidly changing airline industry demanded radical innovation that threatened these established processes. When they opened their new innovation lab, they needed a way to prepare project teams for the organizational barriers they would inevitably encounter. Rather than generic innovation training, they implemented the Shift game – a floor-based experience where teams physically moved through three stages with hidden innovation barriers revealed along the way. As participants stepped on tiles representing challenges in business models, organizational structure, culture, regulatory elements, and user/employee resistance, they had to develop strategies to overcome these obstacles before encountering them in real projects. What made this approach powerful was its customization to Lufthansa's specific context. The game designers didn't simply apply generic innovation principles; they incorporated the company's actual organizational landscape, typical objections, and cultural patterns. Team members played roles representing key stakeholders like marketing, finance, design, users, and management, mirroring the cross-functional challenges innovation teams would face. The tangible, physical nature of the game – literally navigating a path across the floor – created a memorable experience that transferred to real-world innovation journeys. The Shift game exemplifies the true potential of innovation games: they can be tailored to address organization-specific challenges while drawing on proven design patterns. Successful customization requires understanding both the universal principles of game design and the unique context of each organization. The most effective approach often involves adapting existing game frameworks rather than creating entirely new ones – modifying content while maintaining proven structures. This balance between customization and proven methodologies ensures that games remain accessible and implementable while addressing the specific innovation barriers that matter most to each organization.

Chapter 6: Future Trends: Technology and New Frontiers in Gamification

When the COVID-19 pandemic forced Lego Serious Play (LSP) workshops to go virtual, facilitators feared the method would lose its essential tactile quality. The method had always relied on participants physically building 3D models with LEGO bricks to express strategic concepts and share insights. How could this possibly work in a digital environment? Surprisingly, the adaptation succeeded beyond expectations. Workshop participants received LEGO kits by mail before virtual sessions. They built individual models using webcams to share their creations, then photographed and uploaded them to digital whiteboard tools where teams combined their models into shared visions. While different from the in-person experience, the virtual format offered new advantages – allowing teams to collaborate across borders and time zones while maintaining the metaphorical thinking and storytelling that made LSP powerful. This example illustrates the broader technological evolution reshaping innovation games. The emergence of sophisticated collaboration platforms, virtual and augmented reality, and artificial intelligence is creating entirely new possibilities. Organizations like Facebook (now Meta) are investing billions in creating "metaverse" environments where immersive, spatial collaboration can occur. These technologies will enable distributed teams to engage in complex simulations and role-playing exercises that were previously only possible in person. Yet alongside these technological developments, we're seeing renewed appreciation for embodied, tangible gaming experiences. The Business Model Branching game relies on physical branches where participants move tokens representing resources. The Shift game uses floor space to invite bodily movement. These approaches recognize that human cognition is embodied – we think differently when physically engaged with materials and spaces. The future of innovation games likely lies in thoughtful hybridization – combining the accessibility and data capabilities of digital platforms with the embodied cognition benefits of physical interaction. As these approaches mature, gamification will increasingly move from occasional workshop activities to become integrated into organizational operating systems, helping companies navigate uncertainty and drive continuous innovation in increasingly complex environments.

Chapter 7: Building a Community of Practice Around Innovation Games

Emma, a product manager at a mid-sized technology company, had watched with interest as innovation games transformed their quarterly planning sessions from dreaded obligations to energizing collaborations. Inspired by these experiences, she joined an online community where practitioners shared their game designs, experiences, and adaptations. When her team faced a difficult challenge – redesigning their service for accessibility without compromising features – Emma browsed the pattern library and found several relevant approaches. She adapted the Proximity Seeker game to build empathy among team members who had never worked with differently-abled users, then implemented a modified version of the Customer First game to map the impacts of potential changes on various stakeholders. The results exceeded expectations. Not only did the team develop a more inclusive design, but the experience transformed their approach to collaboration. Team members who rarely spoke in conventional meetings became active contributors in the game environment. The shared vocabulary of game patterns helped them communicate more effectively about complex design challenges. Emma's story exemplifies why communities of practice are becoming essential to the evolution of innovation games. These communities provide spaces where practitioners can share experiences, adapt existing games to new contexts, and collectively advance the field. They recognize that no single organization can develop the full range of games needed for today's complex challenges – but through collaborative sharing and iteration, a rich ecosystem of approaches can emerge. The growth of these communities reflects a fundamental shift in how we think about innovation methods. Rather than proprietary methodologies guarded by consultants, the most powerful approaches are increasingly open-source, modular, and adaptable. Organizations contribute their experiences and adaptations back to the community, creating a virtuous cycle of refinement and expansion. By participating in these communities, innovation practitioners gain access not just to game designs, but to the collective wisdom of implementers across industries and contexts. This collaborative approach to methodology development may ultimately be the most significant innovation that games bring to organizational practice.

Summary

Throughout our exploration of gamification for innovation, we've witnessed how the creation of temporary alternative worlds allows organizations to tackle challenges that conventional approaches often fail to address. The magic of well-designed innovation games lies not in making work "fun" but in fundamentally altering how people collaborate, think, and create together. By providing safe spaces for experimentation, reconfiguring social interactions, and making abstract concepts tangible, games enable breakthrough thinking that traditional methods rarely achieve. The journey toward innovation through gamification isn't about adopting a single method or toolkit – it's about embracing a new mindset that values play as a serious approach to business challenges. As technology evolves and our understanding of game design patterns deepens, organizations have unprecedented opportunities to customize approaches to their specific contexts. Whether addressing sustainability transitions, customer-centricity, or organizational ambidexterity, games offer powerful frameworks for navigating complexity and uncertainty. By joining the growing community of practice around innovation games, leaders can access both proven patterns and the collective wisdom needed to apply them effectively. In a business environment where adaptability and creativity determine success, the ability to transform challenges through play may be the most valuable capability organizations can develop.

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Review Summary

Strengths: The book effectively highlights the potential of games to facilitate learning and advancement in business settings. It provides practical examples of real-world games, which are beneficial for application.\nWeaknesses: The review suggests that the book may lack a universal approach to gamification, implying that solutions must be tailored to specific company problems. There is also a hint of skepticism about the practicality of applying gaming concepts in business.\nOverall Sentiment: Mixed. The reviewer finds the book interesting and acknowledges the potential of gamification but remains somewhat skeptical about its application.\nKey Takeaway: While gamification can significantly impact business practices by making work engaging and fostering creative solutions, it requires careful implementation tailored to specific organizational challenges, with attention to managing competition and emotions.

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Sune Gudiksen

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Gamification for Business

By Sune Gudiksen

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