Site icon Hole Ousia

Gamification

This week the Managing Director of Minervation Ltd gave a talk in Leeds about “blogging, social media, gamification & elves”

A number of folk, unsure what gamification is, asked the Managing Director if he might explain. I am glad that they asked as I was equally unsure. This was the reply:

“We use gamification to incentivise people to learn more about mental health. Reading new research, testing their knowledge, tracking their learning and linking it to their professional development.”

I have since come across a number of definitions of ‘gamification’ and the following seems representative:

It is hard not to be struck by the language of business: words like “incentivise”, “engagement”, “marketing” and “product”. The continuing education of health professionals continues to grow as an area of business.

The “game playing” and “point scoring” [included in the definition of ‘gamification’] reminded me of some recent expressions of “college values” by a number of senior British academics and mental health professionals.

In fiction, wood elves have been described as “fickle, capricious and dangerously inconstant to outsiders”.

Woodlands can also be dark.

 

 

Exit mobile version