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When Work Becomes a Game A)What motivates employees to do their jobs well? Competition with coworkers, for some. The promise of rewards, for others. Pure enjoyment of problem-solving, for a lucky few. B)Increasingly, companies are tapping into these desires directly through what has come to be known as "gamification" : essentially, turning work into a game. " Gamification is about understanding what it is that makes games engaging and what game designers do to create a great experience in games, and taking those learnings and applying them to other contexts such as the workplace and education," explains Kevin Werbach, a gamification expert who teaches at the Wharton School of Business at the University of Pennsylvania in the United States. C)It might mean monitoring employee productivity on a digital leaderboard and offering prizes to the winners, or giving employees digital badges or stars for completing certain activities. It could also mean training employees how to do their jobs through video game platforms. Companies from Google to L'Oreal to IBM to Wells Fargo are known to use some degree of gamification in their workplaces. And more and more companies are joining them. A recent report suggests that the global gamification market will grow from $ 1.65 billion in 2015 to $ 11.1 billion by 2020. D)The concept of gamification is not entirely new, Werbach says. Companies, marketers and teachers have long looked for fun ways to engage people's reward-seeking or competitive spirits. Cracker Jacks has been "gamifying" its snack food by putting a small prize inside for more than 100 years, he adds, and the turn-of-the-century steel magnate(巨头)Charles Schwab is said to have often come into his factory and written the number of tons of steel produced on the past shift on the factory floor, thus motivating the next shift of workers to beat the previous one. E)But the word "gamification" and the widespread, conscious application of the concept only began in earnest about five years ago, Werbach says. Thanks in part to video games, the generation now entering the workforce is especially open to the idea of having their work gamified. " We are at a point where in much of the developed world the vast majority of young people grew up playing video games, and an increasingly high percentage of adults play these video games too," Werbach says. F)A number of companies have sprung up—GamEffective, Bunchball and Badgeville, to name a few— in recent years offering gamification platforms for businesses. The platforms that are most effective turn employees' ordinary job tasks into part of a rich adventure narrative. " What makes a game game-like is that the player actually cares about the outcome," Werbach says. " The principle is about understanding what is motivating to this group of players, which requires some understanding of psychology. " G)Some people, Werbach says, are motivated by competition. Sales people often fall into this category. For them, the right kind of gamification might be turning their sales pitches into a competition with other team members, complete with a digital leaderboard showing who is winning at all times. Others are more motivated by collaboration and social experiences. One company Werbach has studied uses gamification to create a sense of community and boost employees' morale(士气). When employees log in to their computers, they're shown a picture of one of their coworkers and asked to guess that person's name. H)Gamification does not have to be digital. Monica Cornetti runs a company that gamifies employee trainings. Sometimes this involves technology, but often it does not. She recently designed a gamification strategy for a sales training company with a storm-chasing theme. Employees formed "storm chaser teams" and competed in storm-themed educational exercises to earn various rewards. "Rewards do not have to be stuff," Cornetti says. "Rewards can be flexible working hours. " Another training, this one for pay roll law, used a Snow White and the Seven Dwarfs theme. "Snow White" is available for everyone to use, but the "dwarfs" are still under copyright, so Cornetti invented sound-alike characters(Grumpy Gus, Dopey Dan)to illustrate specific pay roll law principles. I)Some people do not take naturally to gamified work environments, Cornetti says. In her experience, people in positions of power or people in finance or engineering do not tend to like the sound of the word. " If we are designing for engineers, I'm not talking about a ' game' at all," Cornetti says. " I'm talking about a ' simulation'(模拟), I'm talking about ' being able to solve this problem. '" J)Gamification is "not a magic bullet," Werbach warns. A gamification strategy that is not sufficiently thought through or well tailored to its players may engage people for a little while, but it will not motivate people in the long term. It can also be exploitative, especially when used with vulnerable populations. For workers, especially low-paid workers, who desperately need their jobs yet know they can be easily replaced, gamification may feel more like the Hunger Games. Werbach gives the example of several Disneyland hotels in Anaheim, California, which used large digital leaderboards to display how efficiently laundry workers were working compared to one another. Some employees found the board motivating. To others, it was the opposite of fun. Some began to stop taking bathroom breaks, worried that if their productivity fell they would be fired. Pregnant employees struggled to keep up. In a Los Angeles Times article, one employee referred to the board as a " digital whip. " " It actually had a very negative effect on morale and performance," Werbach says. K)Still, gamification only stands to become more popular, he says, "as more and more people come into the workforce who are familiar with the structures and expressions of digital games. " " We are far from reaching the peak," Cornetti agrees. "There is no reason this will go away. " 1 Some famous companies are already using gamification and more are trying to do the same. 2 Gamification is not a miracle cure for all workplaces as it may have negative results. 3 To enhance morale, one company asks its employees to identify their fellow workers when starting their computers. 4 The idea of gamification was practiced by some businesses more than a century ago. 5 There is reason to believe that gamification will be here to stay. 6 Video games contributed in some ways to the wide application of gamification. 7 When turning work into a game, it is necessary to understand what makes games interesting. 8 Gamification in employee training does not always need technology. 9 The most successful gamification platforms transform daily work assignments into fun experiences. 10 It is necessary to use terms other than "gamification" for some professions.
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【单选题】以下说法正确的是( )。
A.
安全是相对的,危险是绝对的
B.
安全是绝对的,危险是相对的
C.
安全和危险都是相对的
D.
安全和危险都是绝对的
【多选题】关于基金持有人与基金管理人的关系,下列说法正确的是( ).(1分)
A.
基金持有人是基金的实际所有者,而基金管理人则是接受基金持有人的委托进行投资决策和日常管理,二者之间是委托人和受托人的关系
B.
基金持有人与基金管理人的关系实际上是所有者和经营者之间的关系
C.
基金持有人是基金资产的所有者,基金管理人是基金资产的经营者
D.
基金持有人可以是法人或其他社会团体,基金管理人则是专业经营者,是依法成立的法人
【简答题】阳光股份有限公司为一般纳税人,2018年12月份发生如下业务: (1)12月1日,向银行借款100 000元,期限为半年,到期还本付息,借款已存入银行. (2)12月3日,购买甲材料6 500千克,单价5元,计32 500元;乙材料7 000千克,单价3.5元,计24 500元。增值税税率16%,另外支付运杂费675元(按重量进行分配,不考虑增值税)。材料已验收入库,款项已通过银行存款支付。 (3...
【判断题】一个3秒钟荷花开放的镜头,其表现了电视画面时间特性的压缩时空的特性。
A.
正确
B.
错误
【多选题】审计人员为验证被审计单位资产负债日的银行存款余额是否存在,可以实施的有效程序有( )。
A.
分析定期存款占银行存款的比例
B.
检查银行存款余额调节表
C.
函证银行存款余额
D.
进行银行存款收支的截止测试
【简答题】关于基金持有人与基金管理人的关系,下列说法正确的是( )。
【判断题】衬布的色调一般应避免黑白两极的颜色。
A.
正确
B.
错误
【多选题】对银行进行资本监管的重要性在于()。
A.
资本能够消化和吸收损失,监管能够提高银行的利润率
B.
资本监管能够维持市场对银行的信心
C.
资本监管是提升银行体系稳定性、维护银行业公平竞争的重要手段
D.
资本监管是促使银行可持续发展的有效监管手段
E.
资本监管是审慎银行监管的核心
【单选题】从静态方面看,组织结构是指反映人、职位、任务以及它们之间( )。
A.
相互沟通的方式
B.
生产协作的形式
C.
特定关系的网络
D.
工作配合的方式
【判断题】性格与气质类型一样,是无法改变的
A.
正确
B.
错误
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