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EN-PT Gamification by crazyphantombr

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· @crazyphantombr ·
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EN-PT Gamification
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One of the things I learned late in life was the concept of *gamification*. I’m not even sure I fully understand the idea behind this word, but I dare say I get the reason for its existence. It’s about making things measurable, public, and comparable—turning processes and routines into competitions. It can be applied to anything. If you’re a parent, you can *gamify* household chores for your kids. The result will be a game where they complete tasks (household chores) while competing for the best performance (competition) in search of a reward (which could be something tangible or just the simple recognition of superiority).

This idea of *gamifying* things isn’t new and has been used as a strategy in schools as an alternative teaching method for various subjects, with some interesting results (which I don’t intend to discuss here). But keep in mind that *gamification* has been widely used even within companies—not out of interest in you, the worker, but because of the productivity boost that comes with creating a **competitive work environment**.

Here’s an excerpt originally published on [Exame.com](https://exame.com/carreira/guia-de-carreira/gamificacao-o-que-e-e-como-usar-no-ambiente-de-trabalho/?utm_source=copiaecola&utm_medium=compartilhamento), a well-known Brazilian magazine, discussing the topic:

> Understanding what gamification is, it’s important to realize that it also taps into player psychology, exploring both intrinsic and extrinsic motivation to influence behavior.

I want to highlight that making the environment competitive aims to awaken instincts in your target audience (in the case of a company, the target is the worker), that is, **to manipulate behavior through target psychology**. And when you think about it that way, participating in a *gamified* process might not seem so appealing.

Competition manipulates deep psychological interests. These are forces we often aren’t even aware exist, let alone have **control** over our actions. This means that for some people, it’s impossible not to act that way when exposed to a competitive environment: they will play, and they will give their best!

That sounds great—from the boss’s point of view. Extremely dedicated staff aiming to hit goals and objectives. Or is it?

https://img.leopedia.io/DQmUatWq7KUXhxDXsXFn8YWzG9yg6jhHk8eNX4K2zEnf6T3/Sem%20t%C3%ADtulo.jpeg *Representation of teams now competing against each other | Leonardo.ai*

But the risk in this kind of environment arises when competition turns into *rivalry*, and the goal stops being to complete the process and becomes about beating others. Continuing with the company example, imagine that a prize will be awarded to the first team to reach a set sales target. Only the first team to accomplish it will get the reward. And if it’s a salary bonus? Very common! What happens to the *losers*? Things can unfold in at least two ways:
- Teams become rivals, sabotaging each other, and victory is no longer achieved by increasing productivity but by ensuring the failure of the opposing team (note that now the teams are **adversaries!**)
- The team most likely to win gets recognized by the others, who give up participating in the competition, predicting their **defeat**, and doing just the bare minimum (just as they would if the competition didn’t exist!)

Thus, a competitive environment can easily become something toxic that won’t benefit either the company or the worker. We could also explore unethical behaviors that might emerge from some participants (sabotage), potentially poisoning the entire **interpersonal relationship** in the workplace. A risk that any HR department tries to avoid!

https://img.leopedia.io/DQmYwmxCicchsiMhuNrwqwvrgdJr4ZTkK8oJWdW78bRdVst/Sem%20t%C3%ADtulo-1.jpeg *Representation of a worker with depression | Leonardo.ai*

We can also note that the culture of **obsession with results**, represented by so-called **workaholics**, brings serious consequences to people’s health. Add to that anxiety, depression, and you’ll see chaos forming in your company!

Taking a moment to think, now at the end of the text: is it really that interesting to *gamify* processes?

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Uma das coisas que eu aprendi de forma tardia na vida foi o conceito de *gamificação*. Nem sei se posso afirmar que compreendo totalmente o que é a ideia por trás dessa palavras, mas me arisco a dizer que entendo o motivo de sua existência. Trata-se da intenção de tornar as coisas mensuráveis, públicas e comparáveis, transformando processos e rotinas em competições. Pode ser aplicado em qualquer coisa. Se você é pai, pode *gamificar* as tarefas domésticas para seus filhos. O resultado será uma gincana onde eles realizam o processo (tarefas domésticas) enquanto disputam pelo melhor desempenho (competição) em busca de um prêmio (que pode ser algo concreto, ou o simples reconhecimento de superioridade).


 Essa ideia de *gamificar* as coisas não é nova e tem sido usada como estratégia nas escolas, como uma metodologia alternativa para o ensino dos mais variados conteúdos, tendo alguns resultados interessantes (que eu não pretendo discutir aqui). Mas tenha em mente que a *gamificação* tem sido usada de forma ampla até mesmo dentro de empresas, não por seu interesse em você, trabalhador, mas sim pelo aumento da produtividade que vem associado à instalação de um **ambiente competitivo no trabalho**. 

Trago o trecho original publicado em [Exame.com](https://exame.com/carreira/guia-de-carreira/gamificacao-o-que-e-e-como-usar-no-ambiente-de-trabalho/?utm_source=copiaecola&utm_medium=compartilhamento) que é uma revista reconhecida Brasileira, abordando o assunto:

> Entendendo o que é gamificação, é importante compreender que ela também aproveita a psicologia do jogador, explorando a motivação intrínseca e extrínseca para influenciar o comportamento.

Eu quero destacar que tornar o ambiente competitivo visa despertar instintos no seu público alvo (no caso da empresa, o alvo é o trabalhador), ou seja, **manipular o comportamento através da psicologia do alvo**. E quando você pensa por essa forma, talvez não pareça tão interessante participar de um processo que foi *gamificado*.

A competição manipula interesses do fundo do nosso psicológico. São forças sobre as quais muitas vezes não temos se quer  a consciência de sua existência, quem dirá **controle** sobre suas ações. Isso significa que para algumas pessoas, não há como evitar agir de tal maneira quando expostas a um ambiente competitivo: elas vão jogar, e vão dar o seu máximo!

Isso parece muito bom, do ponto de vista do patrão. Pessoal dedicado ao extremo visando atingir metas e objetivos. Será?

https://img.leopedia.io/DQmUatWq7KUXhxDXsXFn8YWzG9yg6jhHk8eNX4K2zEnf6T3/Sem%20t%C3%ADtulo.jpeg *Representação de equipes que passam a competir entre si | Leonardo.ai* 


Mas o risco presente nesse tipo de ambiente é quando a competição se torna uma *rivalidade*, e o objetivo deixa de ser realizar o processo e passa a ser superar as pessoas. Continue no exemplo da empresa e pense que um prêmio será entregue à equipe que realizar primeiro uma quantidade estipulada de vendas. Somente a primeira equipe a realizar o feito receberá o prêmio. E se for uma bonificação de salário? Bastante comum! Como fica a situação dos *perdedores*? As coisas podem se desdobrar de duas formas, no mínimo:
- As equipes tornam-se rivais, sabotando uns aos outros, e a vitória passa a ser alcançada não pelo aumento da produtividade e sim pelo fracasso da equipe adversária (vejam que agora as equipes são **adversários!**)
- A equipe com tendência de vitória é reconhecida pelos demais, que abdicam de participar da competição, prevendo sua **derrota**, fazendo apenas o básico (da mesma forma que fariam se a competição não existisse!)

Dessa forma, um ambiente competitivo pode facilmente se transformar em algo perturbador e que não irá trazer nenhum tipo de benefício, nem para empresa nem para o trabalhador. Ainda poderíamos explorar comportamentos antiéticos que poderiam emergir em alguma parcela do público alvo (sabotar), e que poderia envenenar toda a **relação interpessoal** dentro do ambiente. Um risco que qualquer setor de RH procura evitar! 

 https://img.leopedia.io/DQmYwmxCicchsiMhuNrwqwvrgdJr4ZTkK8oJWdW78bRdVst/Sem%20t%C3%ADtulo-1.jpeg *Representação de trabalhadora com depressão | Leonardo.ai*


Ainda podemos notar que a cultura da **obsessão por resultados** que é representada pelos chamados **workaholic** vem com sérias consequências para a saúde da pessoa. Some a isso com ansiedade, depressão, e veja o caos se formando em sua empresa!

Parando para pensar, agora no final do texto, será mesmo interessante *gamificar* processos?



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