We lift barriers between creativity and technology, and converge advanced development into outcome-driven solutions. Pushing boundaries in gaming, digital, and experiential since 2010



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Workplace gamification taking advantage of the world we live in

This is a really interesting piece that caught my eye while drifting through my linkedIn feed this morning. Gamification is our middle name at Rush Digital, we build games, work with brands with games and help the real world do games in all shapes and sizes. However bringing gamification into the workplace to help teams engage on idea generation, or new systems and processes, culture driving activity is a very fascinating premise. Have a read and if it's something your business or team could benefit from lets talk

First, there is an innate human desire for play, and that is the reason why game mechanisms are effective tools for education and training. As Gabe Zichermann explained at his TEDx talk, challenge achievement — an essential building block for any good game — produces dopamine, so the more workers go through the “challenge/dopamine” cycle, the more they want to do it. Second, games are social. Collaboration and team work enables employees to come together, using their different strengths, and achieve something more than what they could accomplish on their own. It is often said that innovation comes from tiny steps of progress, from generations and teams of individuals, rather than one lone genius.

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