Agencies Should Gamify Their Cultures and Operations

Channeling the engagement economy

Inspiration meets innovation at Brandweek, the ultimate marketing experience. Join industry luminaries, rising talent and strategic experts in Phoenix, Arizona this September 23–26 to assess challenges, develop solutions and create new pathways for growth. Register early to save.

Back when the massive explosion in gaming first appeared on everyone’s radar in the mid-2000s, alarmed legislators, regulators and old fogies commissioned research to find out exactly what affect all this gaming was having on “the youth of today.” 

Illustration: Jacob Thomas  

The results shocked even the most ardent gaming supporters.

Nick Yee, whose Daedalus Project was the longest-running longitudinal study of gamers and gaming behavior, found that, in fact, those participating in massively multiplayer online games (MMOG) like World of Warcraft were actually working extremely hard to win in these online environments.

Yee concluded, “MMOGs are actually massively multiplayer work environments disguised as games.”

AW+

WORK SMARTER - LEARN, GROW AND BE INSPIRED.

Subscribe today!

To Read the Full Story Become an Adweek+ Subscriber

View Subscription Options

Already a member? Sign in