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Gamification

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Introduction
Human knowledge, refined by many generations, has not yet revealed all mysteries of the brain. The human mind is so complex that it becomes almost impossible to understand it through a mere set of rules. Still, thousands of attempts have been made to completely understand the mind and have control over it. Added to the list of thousands, here is one more proposal to gain a better understanding of the incomprehensible human mind through gamification. Evaluating individual performance within a given task can provide insight into the way one will act when dealing with real life situations.

Industry
Industry

The proposed idea is the synergy of three main fields of study – psychology, economics and computer science, which can give effective results for industry purpose. Understanding Industrial psychology and exploiting it can change the way things work. Each individual has a unique sense dealing with his/her environment. Capturing their strategies, behavior and personalities while applying it to appropriate situation can yield far more effective outcomes.

Personality Check

Evaluating personalities through game playing without a questioner is the initial step to an advanced maneuver. Thematic Apperception Test (TAT), Rorschach test and zero acquaintance effect are some of the practical approaches to the intended design. Analysis will be carried out on the basis of the Big Five Personality traits (OCEAN)- Openness to experience, Conscientiousness, Extraversion, Agreeableness, Neuroticism.

The TAT presents the subject with pictures of persons engaged in a variety of activities. While the pictures leave much to one’s imagination, they are more highly specific, organized, visual stimuli than are inkblots. The test consists of 30 black and white pictures and one blank card. The cards are presented to the subject one at a time and he/she is asked to make up a story that describes each picture, indicating the events that led to the scene and the events that will grow out of it. He/she is also asked to describe the thoughts and feelings of the individuals in his story. Rorschach test and MC Esher’s drawings can reveal positive and negative attitudes of the person.
Personality judgment at zero acquaintance is also one of the methods to realize the personality of individuals. For this, players can be given a style board to decorate according to their personalities. This is focused on the target effect of perceivers’ judgments of personality when the perceiver and target are unacquainted. The perceiver is given no opportunity to interact with the target, a condition referred to as zero acquaintance. In order to make personality judgments, perceivers would use the information available to them. This information can be achieved from the style boards given to decorate by the candidates. Once personalities are analyzed and groups are formed, group decision making becomes important. These groups are formed on the bases of group polarization effect. It may deal with the compatibility issue.

Curtsey: http://onclimatechangepolicydotorg.wordpress.com/policy-context-2/2-how-moral-values-shape-perceptions-of-climate-risks/
Group Polarization effect states that similar personalities together in a team tends to make decisions that are more extreme then initial tendency of its members. These more extreme decisions are towards greater risk if individuals' initial tendencies are to be risky and towards greater caution if individuals' initial tendencies are to be cautious. The phenomenon also holds that a group’s attitude toward a situation may change in the sense that the individuals' initial attitudes have strengthened and intensified after group discussion. Thereby, with different combinations of personalities in a group, group behavior can be changed.
Game Economics
Behavioral finance, economics and Prospect Theory can be applied for such a game design. Behavioral finance and economics can help us to formulate situations for teams to invest and evaluate their nature of investment. Effect of social, cognitive and emotional factors on economic decisions is an important factor. Emotional stability or EQ factor of each individual in such situations can have far reaching repercussions on business. Inferring best strategies and extracting suitable individuals can elevate economic strata of a company.
The game demands players to be exposed to the risk situations. These risk situations are formulated on the bases of Prospect Theory. The results will demonstrate risk aversive or risk seeking nature of teams and individuals. In particular, people undervalued outcomes that are merely probable in comparison with outcomes that are obtained with certainty. This tendency, called the certainty effect, contributes to risk aversion in choices involving sure gains and to risk seeking in choices involving sure losses. In addition, people generally discard components that are shared by all prospects under consideration. This tendency, called the isolation effect, leads to inconsistent preferences when the same choice is presented in different forms. An alternative theory of choice is developed, in which value is assigned to gains and losses rather than to final assets, and in which probabilities are replaced by decision weights. The value function is normally concave for gains, commonly convex for losses, and is generally steeper for losses than for gains. Decision weights are generally lower than the corresponding probabilities, except in the range of low probabilities. Overweighting of low probabilities may contribute to the attractiveness of both insurance and gambling.
Gamification
Gamification, including the above mentioned game play strategies can prove to be an asset in enhancing performance of employees. The suggested idea is not a simulation or learning process for companies and employees, rather it is the analysis tool. Observed results through multiple experiments can be effectively applied. This game can be divided into three basic levels: * Level 1: Personality check through independent game play. * Level 2: Team building, plan formation and execution, ability to take initiative and problem solving skills. * Level 3: Adaptation to rapid change and risk taking.
Often each level can be incorporated with moments which drive certain emotions .For instance, Influence of anxiety on some personalities results in an enhanced performance while many experience decline in performance. Converse can be the case when employees are exposed to a much more relaxed environment. Since employees will be playing with each other, it becomes easy to evaluate coordination among them. For this reason, each employee should be given a chance to build up their own team either by being a leader or by joining a team. An employee can only be a leader by convincing others why he/she should be considered a leader. Score boards are maintained for each player. The main challenge in development of such a game is its communication and networking. Since communication is tracked every minute it may suffer technical complexities. Massive amount of data is supposed to be saved and examined.

There are many simulation games and some of them can be summarized as follows: * Innov8 2.0 : Code: A BPM Simulator. It is a game by IBM. Both IT and business professionals understand that processes are critical to success. They just look at them from different perspectives. INNOV8, the IBM Business Process Management (BPM) simulation game, gives both IT and business players a better understanding of how effective BPM impacts an entire business ecosystem. INNOV8 also demonstrates how a more instrumented, interconnected and intelligent world supports process improvements and working smarter to help build a smarter planet. Inside INNOV8 Online, you will encounter three different game scenarios: Smarter Traffic , Smarter Customer Service ,Smarter Supply Chains

* Code of everand: Used by Transport department of UK. It is designed to teach children about road crossing habits.

* The Roma Nova :The Roma Nova project is a serious game taking place in a replica of the antique city of Rome, aiming to teach history to young audiences by means of an original engaging experience where the player is immersed in a crowd of virtual Romans. It grounds on a joint original research between SGI and the University of Toulouse around the Levels of Interaction, a framework designed to adapt a “divide and conquer” strategy to the interactions between the player and a crowd of interacting characters, differentiating between interactional and dialogic situations.

* FloodSim : FloodSim puts the player in control of flood policy in the UK for three years. Players decide how much money to spend on flood defences, where to build houses and how to keep the public informed. But as in real life, money is limited. The player must weigh up flood risks in different regions against the potential impact on the local economy and population. The game brings to life the complexity of the issue and the trade-offs that policy-makers are grappling with in real life.

Conclusion

The proposed idea requires rigorous study of each subject involved. The complexity of the system should be taken under consideration before its implementation since there are multiple other factors involved in analysis apart from those mentioned. The concept can be taken as an inception of an extensive structure.

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