Summary : gamification is often shown as the best way to engage employees and customers in a digital world where they are subjects to more and more appeals. But the mechanism has it weaknesses and simplistic short cuts can lead to failure. Gamification remplaces engagement or follows it but does not precede it. And when it replaces it, its effects will seldom be perennial : as soon as people will end playing with the system to understand how it works and manipulate it, it won't work anymore. This is...
Summary : Beyond enterprise 2.0 and social business, there's a major change in value creation models. Unfortunately, in these models that are still in...