I’ve been casually researching gamification for part of a possible postgraduate project, and one thing I can see is that it’s a set of very useful tools, most only useful in very specific sets of circumstances, but not so useful in others.
Something like sales, where individual salespeople are not working as teams, or in many small teams? It’s ideal to present the KPIs management should already be using into a game-like paradigm. This enhances transparency of the metrics, IMO. It’s just an extension of the existing “Salesperson of the Month”-type award, after all.
I think it would be an unmitigated disaster to just export any company’s internal KPIs to that format, though, because most work (like the IT dev work I do now) should be co-operative, not competitive. The KPIs should reflect this, and shouldn’t really be easily exportable into the language of badges and leaderboards - this isn’t to say some gamification techniques couldn’t be used, but they should be the ones that emphasize socialization, not competition. This is the new school of gamification (as in, the last 5 years), which considers the old competitive paradigm to just be another technique which benefits corporations more than workers or customers. I like Bogost’s term of “exploitationware” for this old style of gamification.
My own use for it will be in public participation and environmental monitoring applications, where adding a game-like layer to various crowdsourcing programs would encourage uptake and reuse. In this use case, there’ll be a big crossover between gamification aspects and the related “serious games” category.
The argument that it’s childlike is not a valid complaint, IMO. That’s kind of the point - it taps into some Ur-mind elements that are almost instinctual, which is why they manifest in children. But it’s a mistake to think they’re not inherent in adults - we almost all desire status, achievement and socialization, even as adults.
And it’s also a mistake to think gamification is only about the status and achievement aspects. The socialization aspect is also important, participation in a shared endeavour can be a powerful motivator even when no individual reward or even tracking is done.