Welcome to Another Day in DMS,
HERE IS OUR BLOG QUESTION FOR THE WEEK:
Examine the use of games and gamification in your chosen profession.
Today we will be discussing Games and Gamification within the realms of the legal profession.
We will also discuss the impact and uses of Virtual reality (VR) within the legal profession, as these are an important consideration that relates to the concepts of gamification that will be explored.
A number of sources will be used to understand the best way to use gamification and Virtual reality within the legal profession.
In 2011, Sebastian Detering found that the term Gamification was first documented in 2008 but it only entered into widespread adoption in 2010, when industry players and conferences popularized it.
Gamification has been defined as the use of game-design elements and thinking in non game contexts (Huotari & Hamari, 2012). This technique is designed to improve user engagement (Hamari, 2013), organizational productivity (Zichermann & Cunningham, 2011), learning (Herger, 2014), employee recruitment (Porter & Tannenbaum, 2015) and physical exercise (Hamari & Koivisto, 2015), amongst others.
This is a developing area of communication but existing research has shown that gamification produces positive effects on users (Hamari, Koivisto, & Sarsa, 2014).
Applications and uses of gamification are currently found in fields such as marketing, health, enterprise systems, education, politics, and information technology.
An example of gamification in use includes Minecraft, the open-world game. A Bond University class, led by Dr. Jeff Brand, used the game as a means of learning, by using the features provided by the game to access class content and learning resources.
Dr. Jeff Brand also used gamification at a 2016 Sydney keynote address on ‘Gamifying the Australian Curriculum. He incorporated activities and points, as well as prizes for teams with the most points, allowing this keynote to use game design and elements to portray an educational point, in a non-game context.
Many companies are in the gamification business. This includes UK company Cognify, or Bunchball, who found that gamification works because it taps into our needs and desires. They created the following graphic to illustrate the benefits of Gamification:
Therefore, gamification is a tool allowing for evolution of this dynamic and fast discipline of games; By appealing to human needs and desires, there is perhaps no more effective tool for education and mutual societal progress.
Gamification in the Legal Profession
When one comes to think of the games business and the legal profession, they are never placed together. The legal profession is stereotypically portrayed as being “dry”, “boring” or “classical” whereas the game industry is known as being “cutting-edge”, “exciting” and “modern.
But it is in those stereotypes that the potential for gamification of the legal profession is lost. Indeed, applications for gamification are wide reaching, but not often considered within a legal point of view. People could assume that there are legal restrictions of gamification (which is correct), but there are also benefits and applications, which have not often been looked into.
Of course, from a purely legal point of view, gamification has its restrictions. For example, the use of virtual currencies, virtual assets, data privacy laws, data protection or labour laws could all come into play (Berger, 2014).
Taking legal currencies as an example, it must be understood that these type of currencies are not regulated, and therefore the associated legal uncertainties constitutes “challenges for public authorities, as these can be used by criminals, fraudsters and money launderers to perform illegal activities” (European Central Bank, 2012).
How to use Gamification in the legal profession
Although the number of law firms that currently use gamification techniques are none-to-little, there has been some considering of their potential benefits.
In a 2014 Thompson-Reuters article, entitled ‘Gamification in Law Firms? Game on!’ it was found that a gamification program could foster skills in future layers, such as marketing and practice development, which would be an asset in the current competitiveness of the legal market (Fisch, Klan, & Widjala, 2014).
This study found that an effective way of incorporating gamification into a legal setting would be a game to train associates to build a network and how to create and execute business plans. It was found that this would be more effective to today’s law graduates than traditional business training as they have grown up surrounded by a recreational and educational culture of gaming (Fisch, Klan, & Widjala, 2014).
Finally, it was found that legal gaming elements could reflect the competitive aspects of the legal industry, which is intrinsically obsessed with rankings and lists, overall appealing to the competitive nature of a lawyer’s psyche and therefore incentivizing them to achieve goals they would not reach otherwise.
To conclude, it is certain that gamification would be beneficial to the legal profession, as it would allow a type of engagement that lawyers intrinsically search for in their daily professional lives.
This new concept thus allows lawyers to reach the peak the “the 2000 year search for the ultimate display” (Biocca, 1995) of their skills and achievements on a wide, social and far-reaching scale.
- Berger, M. (2014). “Gamification and Law or How to stay out of Prison despite Gamification. Enterprise-Gamification.com.. Retrieved 13 November 2016, from http://enterprise-gamification.com/index.php
- Brand, J. (2016). Virtuality and Gamification. Lecture, Bond University.
- Bunchball,. Home. Bunchball. Retrieved 13 November 2016, from http://www.bunchball.com
- Cook, T. (2011). All the world’s a game. The Economist. Retrieved 13 November 2016, from http://www.economist.com/node/21541164
- European Central Bank,. (2012). Virtual Currency Schemes (1st ed.). Retrieved from http://www.ecb.europa.eu
- Fisch, R., Klan, R., & Widjala, J. (2014). Gamification : towards a definition. legalsolutions.thomsonreuters.com. Retrieved 13 November 2016, from https://info.legalsolutions.thomsonreuters.com/signup/newsletters/practice-innovations/2014-jan/article6.aspx
- Gamification. wikipedia.org. Retrieved 13 November 2016, from https://en.wikipedia.org/wiki/Gamification
- Hamari, J. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research And Applications, 12(4), 236-245. http://dx.doi.org/10.1016/j.elerap.2013.01.004
- Hamari, J. & Koivisto, J. (2015). “Working out for likes”: An empirical study on social influence in exercise gamification. Computers In Human Behavior, 50, 333-347. http://dx.doi.org/10.1016/j.chb.2015.04.018
- Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? — A Literature Review of Empirical Studies on Gamification. 2014 47Th Hawaii International Conference On System Sciences. http://dx.doi.org/10.1109/hicss.2014.377
- Herger, M. (2014). Facts & Figures – Enterprise Gamification Wiki. Enterprise-gamification.com. Retrieved 13 November 2016, from http://enterprise-gamification.com/mediawiki/index.php?title=Facts_%26_Figures
- Huotari, K. & Hamari, J. (2012). Defining Gamification – A Service Marketing Perspective. Proceedings Of The 16Th International Academic Mindtrek Conference.
- Pinterest,. 1000+ images about Gamification on Pinterest | Infographic,. Retrieved from https://au.pinterest.com/herdwisdom/gamification/
- Porter, G. & Tannenbaum, M. (2015). Recruitment Gaming: A New Tool at the Interface of Education and Employers. Educational Technology, 55(2).
- WISP,. (2016). Gamification: Not Just Fun, but a Serious HR Tool. McDonald’s and E.on’s Experience. Retrieved from https://wispapp.com/wp-content/uploads/Engagement-through-gamification.jpg
- Zichermann, G. (2010). VCs level up with “gamification” investments. Retrieved from http://venturebeat.com/2010/12/10/vcs-level-up-with-gamification-investments-2/
- Zichermann, G. & Cunningham, C. (2011). Gamification by design (1st ed.). Sebastopol, Calif.: O’Reilly Media.