What are some ways that gamification can help us collaborate more effectively?steemCreated with Sketch.

in life •  11 months ago 

The experience of playing as a team is at the core of the fun system. This shared moment helps to deepen the relationships that individuals have with one another and gives you the opportunity to get to know your coworkers better.

Then there is the gameplay mechanics of the game itself, which produce an atmosphere that is suitable to working together as a team. A framework of safety and protection is quickly established between the players as soon as the rules of the game are established.


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The game puts them in action, encourages engagement, assists them in resolving obstacles together, and gives them the satisfaction of overcoming those challenges together. For the purpose of the game, they are their respective characters and not themselves; nonetheless, they have gone on the journey and wish to provide the best of themselves while being "protected" by their characters.

A subtlety that emphasises the need of commitment and letting go. Lastly, there is the narrative, which evokes feelings, surprises, and imagination, as well as the aesthetics of the game, which provide players the opportunity to experience beauty, a change of scenery, and enjoyment.

The participants are encouraged to be inspired by these two components, which also contribute to the development of a communal imagination that is shared by all. Having this experience in common helps to establish the groundwork for a different kind of relationship.

Does it function just as well when it is done in person as it does when it is done remotely?
Yes, without a doubt! As long as the game is directed by a facilitator who ensures the framework, the appropriate functioning of the group, and fosters learning and perspective-taking, the outcome will be the same whether it is played in a classroom setting or remotely.

Since March 2020, we have been able to conduct research on remote gaming, which contradict the view that cooperation is more effective when it is carried out in person as opposed to when it is carried out remotely.

This objection is one that we frequently come against in the professional world, even when we are discussing "serious game content." Further, it is a question that can be comprehended. The fact that youngsters demonstrate this to us on a daily basis is evidence that learning while having fun is a powerful engine for both individual and collective development.

Therefore, the "pleasure of learning... all together" is the primary argument that should be presented. An other significant argument is the efficiency of time and results. In point of fact, serious games provide you the opportunity to experiment with a variety of topics in a short amount of time and produce awareness that has an influence that lasts for a long time.


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