Like in the popular online game World of Warcraft, the students were grouped into 'guilds' and had to complete quests solo, as guilds, or as 'pick up groups' with members of other guilds.
The article suggests that employers could follow a similar model to motivate employees from the "gamer generation".
Now who can foresee the potential for unintended consequences in this?
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That's why when you're on LinkedIn or OKCupid, it shows you a %-complete on your profile, and gives you a hint of what you might do next to improve it. In game mechanics, the hint is even called a "mission."
As long as they're not constraining people's ability to pick their own options (i.e. 10 pts for any elective humanities, not 10 pts for Old White People History) I think it's great.
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