Website, article,

you will consider how one type of system—an organization—impacts human behavior. (An organization can include a company, firm, corporation, or institution.) See this module’s resources for examples. Specifically, you must address the following: Describe an example from a website, article, or video that illustrates how an organization impacts human behavior. Which organization did you choose? Which website, article, or video provides an example of how your chosen organization’s practices impact human behavior? As illustrated in your chosen example, how does the organization encourage certain behaviors? As illustrated in your chosen example, how does the organization discourage certain behaviors? Explain how your chosen organization uses an ego or eco approach to leadership. Which leadership approach do you think the organization is using in your chosen example? What behaviors suggest that the organization is using this leadership approach? How does the organization foster (or not foster) its long-term existence?

Sample Solution

         

Organization Impact on Human Behavior: Gamification in Fitness Apps

Chosen Organization: Strava, a fitness app

Source: Strava website: https://www.strava.com/

Encouraged Behaviors:

Strava exemplifies how organizations can influence human behavior through gamification. The app leverages game mechanics like points, badges, and leaderboards to:

  • Increase Physical Activity: Strava encourages users to track their runs, rides, swims, and other activities. Earning badges for completing distances or achieving personal bests incentivizes users to exercise more frequently.
  • Foster Social Connection: Users can follow friends and other athletes, creating virtual communities. Seeing others' activities can inspire individuals to push themselves and maintain consistency.
  • Promote Competition: Leaderboards allow users to compete with friends or public segments, encouraging them to strive for faster times and improved performance.

Discouraged Behaviors:

While Strava's primary focus isn't discouraging specific behaviors, it can indirectly influence them by:

  • Potentially Creating Pressure: The competitive nature might pressure some users to overexert themselves, leading to injuries.
  • Focus on Quantity over Quality: Focusing solely on leaderboard rankings or achieving badges could overshadow the importance of enjoying physical activity and proper form.

Full Answer Section

         

Leadership Approach: Ego Approach with Gamification Elements

Strava leans towards an ego approach with gamification elements. Here's why:

  • Focus on Individual Achievement: The badges and leaderboards primarily motivate users through individual recognition and accomplishment.
  • Gamification for Engagement: Borrowing from game design principles, Strava uses points, badges, and leaderboards to make exercise more engaging and competitive.

However, there are hints of a potential shift towards a more balanced approach:

  • Community Building: Strava's social features encourage interaction and support among users, fostering a sense of belonging.
  • Goal Setting: The app allows users to set personal goals, promoting intrinsic motivation beyond external rewards.

Fostering Long-Term Existence:

Strava fosters its long-term existence through:

  • User Engagement: Gamification keeps users engaged and motivated, encouraging continued app usage.
  • Freemium Model: Offering a free basic version with essential features attracts users, while premium features provide an additional revenue stream.
  • Community Focus: Fostering a supportive community builds user loyalty and encourages long-term engagement with the platform.

Conclusion:

Strava serves as a prime example of how organizations can influence human behavior through gamification. While its approach leans towards ego motivations, the potential for a more balanced focus on community and intrinsic goals exists. By fostering long-term user engagement and a supportive environment, Strava positions itself for sustainable success.

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