Jack Schofield in a recent article for PC-PRO notes that “the techniques developed in computer games are finding their way into shopping, education and the workplace … Gamification is one of this year’s big technology buzzwords, and some people think it’s going to go global.”
The article doesn’t explicitly state it, but much of ideas about games and changing behaviours are based on nudging individuals to make one decision rather than another. And by nudge, I am referring to the title of a recent book by Thaler and Sunstein that considered the issue of behavioural economics and how it can improve decisions about health, wealth, and happiness.
My next few blogs are going to expand on these issues:
- Behavioural Economics and Education.
- Gamification in Education – Designing to Shift Behaviours.
- Gamification and Behavioural Change.
As ever with my blog posts – these ideas are work in progress.
New Economics Foundation – Behavioural Economics
Dan Ariely (2008), Predictably Irrational: The Hidden Forces That Shape Our Decisions,
Dan Ariely (2010), The Upside of Irrationality
B J Fogg, Behaviour Model
Jack Schofield, PC-PRO (2011) - The Gamification of Life
Richard H. Thaler and Sendhil Mullainathan, Library of Economics and Liberty, Behavioural Economics
Richard H Thaler and Cass R Sunstein (2008), Nudge: Improving Decisions About Health, Wealth, and Happiness