The worst period of stress for me last
semester occurred over spring break. I
realized I had forgotten how to take a
break. So when the break started, I was
committed to staying home and relaxing. But while sitting at home, I started
to feel guilty for not working. I would
spend a day at the office working, and
then I would feel guilty for not taking
a break as I had committed to. I would
go home and try to take a break. But
then I would feel anxious and guilty for
not working, and on and on.
That was the moment when I realized I really needed some additional
support. I started getting honest with
my allies, particularly my advisor and
instructors, and started making a plan
for how I was going to get through the
semester. I struggled a lot, but I did
make it through and succeeded at everything I set out to do. I managed to
do it with a lot of help from my advisor,
an understanding instructor, some
close friends, and even some doctors.
I’m still working on myself this
summer. It’s still hard for me to appreciate everything I have accomplished.
I decided to take a long break for a
month, and I’m only doing the bare
minimum of work for my Ph.D. Even
though I’m taking a break, I still have
to do some work. That should tell you
a lot about how important it is to learn
how to take a break.
The work never ends, but you don’t
have to let it take over your life. Take
some weekends and evenings for yourself, develop your friendships and
relationships, and build up the trust
bet ween yourself and your advisor and
instructors. Don’t let things build up
until you’re forced to take a break.
—Andrew J. Hunsucker
Gamification is not just about play, it is in fact a powerful
tool to encourage client engagement, generate buzz,
and motivate employees among other benefits. Let’s
explore and observe a few prominent milestones that
led to the gradual emergence of gamification.
1961 Roger Caillois, a French sociologist, wrote the influential Man, Play and
Games, wherein he describes several social structures
as sophisticated forms of games and identifies many
behaviors as a form of play.
1999 “America’s Army” was introduced to attract recruits and promote awareness of the
United States Armed Forces. This first-person shooter,
multiplayer video game was conceived by Lieutenant
Colonel Casey Wardynski. Although it has been criticized
as government propaganda, multiple versions of the game
have been released.
2005 Founded by Rajat Paharia, Bunchball was the first company to offer game mechanics
as a service. The company provides cloud-based software as
a service (SaaS) gamification intended to help companies
improve customer loyalty and online engagement. A few
major clients over the years include Adobe, Warner Bros, etc.
2011 The first Gamification Summit was held in San Francisco, for the first time bringing
together more than 400 professionals interested in
2011 Jane McGonigal published the book Reality Is Broken: Why Games Make Us Better and
How They Can Change the World, which has since been and
remains today a great representative of the idea of using
games to achieve real-world goals
2011 Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke published the first paper
introducing the modern meaning of “gamification” to the
world of academic research.
A Brief History
The amount of driving miles SAP saved employees with
the introduction of TwoGo, a gamified carpooling app.