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<tip>
  <body>&lt;p&gt;What makes people addicted to slot machines and video games?&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt; The intermittent rewards that come from playing them.&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Your brain gets a &lt;strong&gt;rush of dopamine &lt;/strong&gt;every time a slot machine tells you you've won, or when a game gives you a sweet prize from doing certain tasks.&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;HEY I JUST WON COINS FROM SLOTS&lt;/li&gt;
&lt;li&gt;I WANT THAT WINNING FEELING AGAIN&lt;/li&gt;
&lt;li&gt;I KEEP PLAYING&lt;/li&gt;
&lt;/ol&gt;
&lt;h2&gt;The Dopamine Rush&lt;/h2&gt;
&lt;p&gt;On the surface, drugs, video games, and slot machines don't addict people; instead, &lt;strong&gt;the rush in more dopamine rushing through people's brains &lt;/strong&gt;addicts them to those activities.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;People scour the internet aimlessly looking for that next quick fix, giving them the increased dopamine rush, and driving them to explore the Internet further.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Yet, doing activities that provide them no long-term benefit ultimately destroys their morale; people aren't any happier after browsing the Web aimlessly or playing the slots until they come back to those activities.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;You get a sustainably happier and more effective workforce when you combine the dopamine rush with long-term benefits that help company/customers/world.&lt;/strong&gt;&lt;/p&gt;
&lt;h2&gt;How to Make Work Fun&lt;/h2&gt;
&lt;p&gt;If the dopamine rush happens infrequently, we move onto other activities that can give us that rush (e.g. employees browsing the Web instead of working on a customer's project).&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;DANG THIS BORING LETS DO SOMETHING ELSE&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;To get a more engaged workforce, design your company around intermittent rewards for doing things that rock the #@$#@ out your company, your customers, and the world; some examples:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt; prizes for getting happy letters from customers/vendors/team-members&lt;/li&gt;
&lt;li&gt; ribbons for saving $X in costs&lt;/li&gt;
&lt;li&gt; points for finding ways to cut energy costs&lt;/li&gt;
&lt;li&gt; badges for helping customers win&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt; The repeated rush in dopamine for every win fuels them to keep doing those beneficial activities.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;You start channeling the dopamine rush to &lt;strong&gt;good things&lt;/strong&gt;.&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The world wins.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;BAM&lt;/p&gt;
&lt;h2&gt;Channel dopamine for the good.&lt;/h2&gt;</body>
  <created-at type="datetime">2010-01-29T06:31:45-08:00</created-at>
  <favorite type="boolean">true</favorite>
  <id type="integer">929</id>
  <permalink>how-to-design-a-funner-workplace</permalink>
  <points-required type="integer">0</points-required>
  <title>How To Design A Funner Workplace</title>
  <updated-at type="datetime">2010-01-29T06:31:45-08:00</updated-at>
</tip>
