
將遊戲思維融入企業管理,透過「世界樹」系統平衡組織目標與個人自主意志
天諭科技創辦人劉哲昀於政大演講指出,企業應運用遊戲化機制如任務、協作與隨機事件,協助青年在職場找到適性定位。透過「世界樹」系統,將工作流程轉化為具自主性的遊戲體驗,提升員工參與度與留才成效。
AI-generated summary
台灣15至24歲青年失業率長期維持在11至12%左右。企業面臨如何透過創新管理手段提升青年就業意願與留才的挑戰。
根據台灣統計數據,15至24歲的青年失業率近年約維持在11至12%,約為整體失業率的三倍;如何將數位遊戲思維融入職場與學習、提升青年就業意願,已成企業攬才新課題。天諭科技創辦人暨共好總會總會長劉哲昀日前至國立政治大學演講時指出,若能透過遊戲化機制讓不同特質的人才在組織中找到適性定位,將是企業吸引與留才的重要解方。
劉哲昀在政大不動產研究中心與傳播學院演講,吸引超過百位師生熱情參與。他分享曾讀過的一篇文章,指出知名遊戲《魔獸世界》裡「沒有人會失業」:反應快的玩家擔任輸出、細心的玩家勝任補師,不擅長戰鬥的人也能透過採集與製作找到立足點;反觀現實社會,往往習慣以單一量化指標來衡量個人價值。
這項體悟,成為劉哲昀投身企業遊戲化的開端。但他坦言,遊戲化絕非單純替工作貼上積分或換上遊戲外皮。早期他曾投入數百萬元開發系統,卻因僅將遊戲視覺套在傳統專案管理工具上而屢遭挫折;直到重新審視玩家深度沉浸的核心原因,他才掌握關鍵,除了任務與獎勵,競爭、協作、隨機事件與同儕互動,才是驅動自主投入的靈魂機制。
為驗證成效,劉哲昀率先將這套模式導入業務團隊,策劃「冰與火TP(Target Points,業績目標點數)爭霸戰」,動員數百位同仁劃分為兩大陣營。該機制將業績轉化為攻擊力、任務進度視作生命值,並導入抽卡與團隊對抗;尾聲更設計全員合力討伐「大魔王」關卡,讓競爭對手轉為戰略盟友。活動期間,同仁展現高度自驅力,創下逾九成的超高參與率,更在單季帶動爆發性營收成長。
隨著業務端見效,劉哲昀進一步將機制延伸至行政後勤。針對以往較難以營業額量化的行政貢獻,團隊推出「共好森友會」計畫,讓同仁透過提出流程優化建議與跨部門互助來累積點數,並可兌換全天假等實質福利,使過去容易被忽視的後勤心力獲得明確肯定。這些實戰經驗,最終匯聚成天諭科技整合旗下各事業體的遊戲化治理平台,也就是「世界樹」系統。
演講尾聲,劉哲昀將討論拉升至理論本質:「當工作這件原本屬於『非Play』的事務全面被遊戲機制驅動時,它是否還稱得上是真正的Play?」他引述荷蘭歷史學家赫伊津哈(Johan Huizinga)在名著《遊戲的人》(Homo Ludens)中的觀點,將遊戲定義為出於「自願」且擁有獨立規則的場域。他認為,企業遊戲化的核心考驗,從來不只是驅動績效,而是如何在組織目標與個人自主意志間取得平衡。
劉哲昀總結,遊戲化並非將工作粉飾得趣味斑斕,而是重塑個體參與組織任務的方式,讓不同特質的人才皆能找到所屬定位。當遊戲機制落地職場,真正的智慧不在於將全員規訓為玩家,而是賦予每個人隨時決定如何參與這場遊戲的從容與自由。

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