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Gamification in self brand management

Gamification has become a prominent tool not only in personnel management but also in education. Modern classrooms, although well-equipped, present challenges to educators due to decreasing attention spans and the tendency for information to be consumed in fragments. To combat this, new methods of presentation are continually sought to engage students and discourage them from resorting to distractions like online searches.

Researchers have identified four essential conditions for effective gamification:

  1. the allowance for errors,

  2. prompt feedback,

  3. a sense of progression,

  4. and engaging storytelling.

Permitting mistakes encourages risk-taking and learning from them, while immediate feedback reinforces a sense of accomplishment. Progression within the game motivates participants to tackle more challenging tasks, thereby reducing the monotony associated with routine activities.

In any game, incentives such as bonuses and praise for winners play a crucial role.

Recently, researchers introduced a game called "Own Brand Management" aimed at MBA students. Its objective was to heighten students' awareness of how their behavior influences their public image.

The study categorized behaviors that hindered information assimilation:

  1. immature,

  2. inattentive,

  3. dubious,

  4. and uncivilized behaviors,

with the latter significantly impacting personal image.

The game spanned an entire semester, involving continuous dynamics, corrections, and developmental milestones in students' self-awareness. Points were awarded for various positive behaviors like

  • active class participation,

  • excellent presentations,

  • consistent attendance,

  • professional communication,

  • and additional reading.

Conversely, points were deducted for behaviors such as sleeping in class, using phones, tardiness, and disrespectful inquiries.

This scoring system enabled students to assess the risks to their image and adjust their behavior accordingly, aiming to cultivate positive habits over time.

At semester's end, evaluations emphasized not only academic performance but also the personal growth and conscious behavior development of participants. Recognition for the highest achievers further heightened engagement and motivation among students.

The success of such gamification strategies in education suggests their adaptability to business contexts.

By defining specific criteria for earning and losing points tailored to employees' roles and motivations, organizations can effectively enhance engagement and performance.

Culturally Yours,

La Classe Team


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