Organisations have started to wrestle with the idea of how to engage the skills and motivation of the video game generation; as customers and as employees. Dale Robert's World of Workcraft explains the need for and potential benefit of gamification as a means of turning a traditional corporate culture and structure into a dynamic community. Gamification is the concept of applying engaging elements of game theory to non-game applications, and its practical application is part of the disruptive innovation that offers businesses radical new ways of working, learning and performing. World of Workcraft provides guidance on how to (and how not to) introduce these concepts successfully.
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