Gaming and the enterprise: Managing the risks

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Security, handling virtual currency and intellectual property are all considerations.

Gaming for the enterprise (or gamification ) has lately been making the rounds in CXO circles. For those not already familiar with the concept, "gamification" means incorporating games and game mechanics into non-game activities; in other words, making something that is not inherently a game -- such as a marketing campaign or employee training -- feel like a game.

[Gaming tech spurs development of hyperfast medical imaging systems and Gartner thinks you should play more games at work]

Effective gamifying is far more nuanced and complex than just adding features to an existing non-game, but it includes making the non-game feel like a game by incorporating challenges to be overcome, giving points or other virtual goods to users as a means of promoting desired user behavior, providing awards and levels reached based upon a user's success and showing rankings or leaderboards that allow users to compare their performance to that of others.

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