GMAT Changed on April 16th - Read about the latest changes here

It is currently 20 May 2018, 06:42

Close

GMAT Club Daily Prep

Thank you for using the timer - this advanced tool can estimate your performance and suggest more practice questions. We have subscribed you to Daily Prep Questions via email.

Customized
for You

we will pick new questions that match your level based on your Timer History

Track
Your Progress

every week, we’ll send you an estimated GMAT score based on your performance

Practice
Pays

we will pick new questions that match your level based on your Timer History

Not interested in getting valuable practice questions and articles delivered to your email? No problem, unsubscribe here.

Close

Request Expert Reply

Confirm Cancel

Events & Promotions

Events & Promotions in June
Open Detailed Calendar

Reading Comprehension

  new topic post reply Question banks Downloads My Bookmarks Reviews Important topics  
Author Message
TAGS:

Hide Tags

Intern
Intern
avatar
B
Status: Active
Joined: 15 Sep 2014
Posts: 3
Reading Comprehension [#permalink]

Show Tags

New post 09 Dec 2017, 11:00
The Passage is as following:

Gamification (the trend of applying video game mechanics such as points and achievements to non-gaming work processes such as innovation, training, and employee performance) is increasingly being used by organizations, with many realizing significantly improved performance and increased profitability as a result. Michael Wu sees significant potential for increased corporate performance through gamification of processes, but expresses a concern that gamification could also result in decreased employee performance over time. Gamified processes can create a short-term increase in performance and productivity as employees seek to earn points and badges, but eventually the employees, like even the most avid gamers, would grow bored with playing and move on. Furthermore, a danger inherent in the gamification of processes is the so-called “moral hazard” of game play--that people will become focused on the extrinsic rewards and mechanics of the game play rather than on the intrinsic rewards to be gained by participating in the activity. As a result, a corporation might become significantly more efficient and profitable as a result of gamifying its internal processes, while at the same time its employees become gradually less motivated by the intrinsic rewards of their work as well as developing a stronger expectation for external rewards that increase over time.

Wu argues that in order for companies to successfully employ gamification, they must develop a strategy to make it sustainable over the long term, such as tying extrinsic rewards to specific intrinsic benefits that have long-term value to the individual, or using the gamification process only long enough to discover each employee''s intrinsic motivations and develop new reward systems that address each employee individually. Focusing narrowly on gamification, while offering a significant opportunity for businesses to increase efficiency and profitability over the short term, may ironically result in decreased employee performance and corporate earnings over the long term.

Q1) The primary purpose of the passage is to


A) suggest a potential alternative to a business strategy that may result in a lack of employee motivation


B) demonstrate that a specific business strategy will not be successful over the long run


C) explain why intrinsic motivations are more important to employee performance than extrinsic rewards are


D) describe the dangerous moral implications of a particular business strategy


E) explain concerns about the potential effects of implementing a specific business strategy


Q2) The passage implies that which of the following is a potential consequence of a company's implementation of gamification processes?


A) A company that does not see improvements in efficiency or increases in profitability as a result of gamification may have little reason to continue implementing such processes.


B) Employees with little or no previous exposure to game-style processes could find the gamified process to be confusing, leading to less employee motivation and reduced morale.


C) In order to continue to see results from a gamified process over a longer term, the company may need to adjust the gamification process by implementing increases in the extrinsic rewards provided to employees.


D) The increased profits generated by the company as a result of the implementation of the gamification process might be reinvested in other, non-gamified areas of the company, with no guarantee that gamification processes will result in additional future performance improvements.


E) The company will become significantly more efficient and profitable over the long term, while its employees gradually lose motivation.


Q3) According to the passage, which of the following is a possible effect of gamifying a company process?


A) Giving employees the opportunity to treat work like a game and earn points and badges would lead to improved company morale.


B) Company employees who are avid gamers would earn more rewards than those who are not, because they are familiar with the process of earning points and badges.


C) The employees would expect increasing intrinsic rewards the longer they participate in the system, and would gradually lose motivation if such rewards were not periodically increased.


D) After a time, employees may lose interest in competing in the system to earn rewards, and choose to focus instead on other aspects of work.


E) The improvements in productivity and profitability may cause the company to implement gamification processes in a more widespread manner throughout the company.
Expert Post
1 KUDOS received
Magoosh GMAT Instructor
User avatar
S
Joined: 30 Oct 2017
Posts: 134
Re: Reading Comprehension [#permalink]

Show Tags

New post 10 Dec 2017, 21:25
1
This post received
KUDOS
Expert's post
Happy to help! Here's how I would approach this :-)

Praneta Priyati wrote:
Q1) The primary purpose of the passage is to


The passage here is talking about the idea of using gamification as a business strategy to improve strategy. However, overall the author of the passage seems cautious about gamification, pointing out several potential problems with applying it. So the primary purpose here seems to fit best with choice E: explain concerns about the potential effects of implementing a specific business strategy.

Choice A doesn't fit, because the author is not suggesting a specific alternative to gamification. Choice B doesn't align perfectly -- the author doesn't go so far as to say that gamification will not be successful in the long run, just that it needs to be implemented in specific ways in order to be successful. Choices C and D are not discussed in the passage in any real detail.

Praneta Priyati wrote:
Q2) The passage implies that which of the following is a potential consequence of a company's implementation of gamification processes?


I think the best choice here is C:

C) In order to continue to see results from a gamified process over a longer term, the company may need to adjust the gamification process by implementing increases in the extrinsic rewards provided to employees.

This is supported by this part of the passage, at the end of the first paragraph: "its employees become gradually less motivated by the intrinsic rewards of their work as well as developing a stronger expectation for external rewards that increase over time."

So over time, employees might expect increasing external rewards. That means that to keep seeing results from implementing a gamified process, the company will need to increase the extrinsic rewards.

Praneta Priyati wrote:
Q3) According to the passage, which of the following is a possible effect of gamifying a company process?


The best choice here is D:

D) After a time, employees may lose interest in competing in the system to earn rewards, and choose to focus instead on other aspects of work.

That's supported by this part in the first paragraph: "eventually the employees, like even the most avid gamers, would grow bored with playing and move on". That implies that eventually the employees will lose interest in playing the game, and move on to focus on other aspects of their work.

I hope that's helpful! :-)
-Carolyn
_________________

Magoosh Test Prep

Image

Image

Intern
Intern
avatar
B
Status: Active
Joined: 15 Sep 2014
Posts: 3
Re: Reading Comprehension [#permalink]

Show Tags

New post 11 Dec 2017, 07:41
Thanks :-) :-) :-)

MagooshExpert wrote:
Happy to help! Here's how I would approach this :-)

Praneta Priyati wrote:
Q1) The primary purpose of the passage is to


The passage here is talking about the idea of using gamification as a business strategy to improve strategy. However, overall the author of the passage seems cautious about gamification, pointing out several potential problems with applying it. So the primary purpose here seems to fit best with choice E: explain concerns about the potential effects of implementing a specific business strategy.

Choice A doesn't fit, because the author is not suggesting a specific alternative to gamification. Choice B doesn't align perfectly -- the author doesn't go so far as to say that gamification will not be successful in the long run, just that it needs to be implemented in specific ways in order to be successful. Choices C and D are not discussed in the passage in any real detail.

Praneta Priyati wrote:
Q2) The passage implies that which of the following is a potential consequence of a company's implementation of gamification processes?


I think the best choice here is C:

C) In order to continue to see results from a gamified process over a longer term, the company may need to adjust the gamification process by implementing increases in the extrinsic rewards provided to employees.

This is supported by this part of the passage, at the end of the first paragraph: "its employees become gradually less motivated by the intrinsic rewards of their work as well as developing a stronger expectation for external rewards that increase over time."

So over time, employees might expect increasing external rewards. That means that to keep seeing results from implementing a gamified process, the company will need to increase the extrinsic rewards.

Praneta Priyati wrote:
Q3) According to the passage, which of the following is a possible effect of gamifying a company process?


The best choice here is D:

D) After a time, employees may lose interest in competing in the system to earn rewards, and choose to focus instead on other aspects of work.

That's supported by this part in the first paragraph: "eventually the employees, like even the most avid gamers, would grow bored with playing and move on". That implies that eventually the employees will lose interest in playing the game, and move on to focus on other aspects of their work.

I hope that's helpful! :-)
-Carolyn
Intern
Intern
avatar
B
Joined: 04 Sep 2011
Posts: 15
Reading Comprehension [#permalink]

Show Tags

New post 13 Feb 2018, 07:37
This passage is easier one compared to most of typical RC passages of GMAT
one should not be reading not even 3 to 4 sentences in this passage and should not spend more than 1.5 minute
to read the entire passage.

First Paragraph
Topic: Gamification
why Author writing this paragraph : Gamification is increasingly used by organizations for improved performance.
CHANGE in IDEA: Moral Hazard, only short term performance improvements

Second Paragraph :
Topic: Wu tries to suggest strategy to make gamification a successful strategy
Why Auth writing this paragraph: author presenting a concern

These should be the summary, and the entire passage should be read in 1 minute to 1.5 minute.

Also see my post for tips of reading RC: Reading comprehension Structural approach
Reading Comprehension   [#permalink] 13 Feb 2018, 07:37
Display posts from previous: Sort by

Reading Comprehension

  new topic post reply Question banks Downloads My Bookmarks Reviews Important topics  


GMAT Club MBA Forum Home| About| Terms and Conditions| GMAT Club Rules| Contact| Sitemap

Powered by phpBB © phpBB Group | Emoji artwork provided by EmojiOne

Kindly note that the GMAT® test is a registered trademark of the Graduate Management Admission Council®, and this site has neither been reviewed nor endorsed by GMAC®.