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When Work Becomes a Game A)What motivates employees to do their jobs well? Competition with coworkers, for some. The promise of rewards, for others. Pure enjoyment of problem-solving, for a lucky few. B)Increasingly, companies are tapping into these desires directly through what has come to be known as “gamification”: essentially, turning work into a game. “Gamification is about understanding what it is that makes games engaging and what game designers do to create a great experience in games, and taking those learnings and applying them to other contexts such as the workplace and education,” explains Kevin Werbach, a gamification expert who teaches at the Wharton School of Business at the University of Pennsylvania in the United States. C)It might mean monitoring employee productivity on a digital leaderboard and offering prizes to the winners, or giving employees digital badges or stars for completing certain activities. It could also mean training employees how to do their jobs through video game platforms. Companies from Google to L’Oreal to IBM to Wells Fargo are known to use some degree of gamification in their workplaces. And more and more companies are joining them. A recent report suggests that the global gamification market will grow from $1.65 billion in 2015 to $11.1 billion by 2020. D)The concept of gamification is not entirely new, Werbach says. Companies, marketers and teachers have long looked for fun ways to engage people’s reward-seeking or competitive spirits. Cracker Jacks has been “gamifying” its snack food by putting a small prize inside for more than 100 years, he adds, and the tum-of- the-century steel magnate(巨头)Charles Schwab is said to have often come into his factory and written the number of tons of steel produced on the past shift on the factory floor, thus motivating the next shift of workers to beat the previous one. E)But the word “gamification” and the widespread, conscious application of the concept only began in earnest about five years ago, Werbach says. Thanks in part to video games, the generation now entering the workforce is especially open to the idea of having their work gamified. “ We are at a point where in much of the developed world the vast majority of young people grew up playing video games, and an increasingly high percentage of adults play these video games too,” Werbach says. F)A number of companies have sprung up—GamEffective, Bunchball and Badgeville, to name a few—in recent years offering gamification platforms for businesses. The platforms that are most effective turn employees’ ordinary job tasks into part of a rich adventure narrative. “What makes a game game-like is that the player actually cares about the outcome,” Werbach says. “The principle is about understanding what is motivating to this group of players, which requires some understanding of psychology.” G)Some people, Werbach says, are motivated by competition. Sales people often fall into this category. For them, the right kind of gamification might be turning their sales pitches into a competition with other team members, complete with a digital leaderboard showing who is winning at all times. Others are more motivated by collaboration and social experiences. One company Werbach has studied uses gamification to create a sense of community and boost employees’ morale (士气).When employees log in to their computers, they’re shown a picture of one of their coworkers and asked to guess that person’s name. H)Gamification does not have to be digital. Monica Cometti runs a company that gamifies employee trainings. Sometimes this involves technology, but often it does not. She recently designed a gamification strategy for a sales training company with a storm-chasing theme. Employees formed “storm chaser teams” and competed in storm-themed educational exercises to earn various rewards. “Rewards do not have to be stuff,” Cometti says. “Rewards can be flexible working hours.” Another training, this one for pay roll law, used a Snow White and the Seven Dwarfs theme. “Snow White” is available for everyone to use, but the “dwarfs” are still under copyright, so Cometti invented sound-alike characters (Grumpy Gus, Dopey Dan) to illustrate specific pay roll law principles. I)Some people do not take naturally to gamified work environments, Cometti says. In her experience, people in positions of power or people in finance or engineering do not tend to like the sound of the word. “If we are designing for engineers, I’m not talking about a ‘game’at all,” Cometti says. “I’m talking about a ‘simulation’(模拟) ,I’m talking about ‘ being able to solve this problem. ’ J) Gamification is “not a magic bullet,” Werbach warns. A gamification strategy that is not sufficiently thought through or well tailored to its players may engage people for a little while, but it will not motivate people in the long term. It can also be exploitative, especially when used with vulnerable populations. For workers, especially low-paid workers, who desperately need their jobs yet know they can be easily replaced, gamification may feel more like the Hunger Games. Werbach gives the example of several Disneyland hotels in Anaheim, California, which used large digital leaderboards to display how efficiently laundry workers were working compared to one another. Some employees found the board motivating. To others, it was the opposite of fun. Some began to stop taking bathroom breaks, worried that if their productivity fell they would be fired. Pregnant employees struggled to keep up. In a Los Angeles Times article, one employee referred to the board as a “digital whip.” “It actually had a very negative effect on morale and performance, ” Werbach says. K) Still, gamification only stands to become more popular, he says, “as more and more people come into the workforce who are familiar with the structures and expressions of digital games.” “We are far from reaching the peak,” Cometti agrees. “There is no reason this will go away.” 36.Some famous companies are already using gamification and more are trying to do the same. 37.Gamification is not a miracle cure for all workplaces as it may have negative results. 38.To enhance morale, one company asks its employees to identify their fellow workers when starting their computers. 39.The idea of gamification was practiced by some businesses more than a century ago. 40.There is reason to believe that gamification will be here to stay. 41.Video games contributed in some ways to the wide application of gamification. 42.When turning work into a game, it is necessary to understand what makes games interesting. 43.Gamification in employee training does not always need technology. 44.The most successful gamification platforms transform. daily work assignments into fun experiences. 45.It is necessary to use terms other than “gamification” for some professions.
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参考答案:
举一反三
【单选题】世界上第一个建立社会保险年金制度的国家是( )。
A.
法国
B.
德国
C.
美国
D.
英国
【单选题】()是世界上第一个建立社会保险制度,建立福利制度的国家。
A.
英国
B.
美国
C.
法国
D.
德国
【单选题】患者女性,22岁。双眼睑下垂1年余,诊断为重症肌无力。胸部CT发现前上纵隔占位,大小约2cmX2cmX1cm,最可能的诊断是岁。双眼睑下垂1年余,诊断为重症肌无力。胸部CT发现前上纵隔占位,大小约2cmX2cmX1cm,最可能的诊断是
A.
神经纤维瘤
B.
胸内甲状腺
C.
胸腺瘤
D.
畸胎瘤
E.
淋巴瘤
【单选题】世界上第一个建立社会保险制度的国家是?
A.
美国
B.
德国
C.
英国
D.
法国
【单选题】世界上第一个建立社会保险年金制度的国家是( )。
A.
德国
B.
英国
C.
法国
D.
美国
【单选题】世界上第一个建立社会保险制度的国家是哪个?
A.
法国
B.
英国
C.
美国
D.
德国
【判断题】德国是世界上第一个建立社会保险年金制度的国家。
A.
正确
B.
错误
【单选题】患儿,男,2岁。发育迟缓,平日口唇,甲床青紫,活动、哭闹时加重,该患儿突然出现呼吸困难、青紫加重,应首先采取的体位是
A.
平卧位
B.
端坐位
C.
膝胸卧位
D.
头低脚高位
E.
中凹卧位
【单选题】女,22岁。双眼睑下垂1年余,诊断为重症肌无力。胸部CT发现前上纵隔占位,大小约2cmX2cmX1cm。最可能的诊断是()
A.
神经纤维瘤
B.
胸内甲状腺
C.
胸腺瘤
D.
畸胎瘤
E.
淋巴瘤
【简答题】1女的去中国的银行取过钱吗?
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