As it so happens, I'm thinking about consulting on exactly this. I have plenty of game design experience; last weekend I stumbled into a hackathon where I ended up giving an early-stage founder some ideas to radically improve an experience that everyone agrees sucks right now(consumer medicine). Based on that data point there's plenty of room to make this work, above and beyond the existing gamification tropes of putting badges and rewards on things. (Badges are an easy sell, but in essence, it was already there - recall "employee of the month" or "reward coupons.")
My pitch would be to make play - not just "fun" or compulsion loops, but the whole dynamic of playful activity - an organizational improvement process. The best results, as with most things, would need deep structural commitment, but there would be room even for a limited engagement to make some progress.
My pitch would be to make play - not just "fun" or compulsion loops, but the whole dynamic of playful activity - an organizational improvement process. The best results, as with most things, would need deep structural commitment, but there would be room even for a limited engagement to make some progress.