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In this brief monologue, the speaker advises managers on how to choose effective targets for workplace gamification. The core recommendation is to focus on universally disliked work activities—such as meetings and email—that impact all employees, because building games around these “public defects” generates high commitment and serves as a disguised improvement program. Conversely, the speaker warns against gamifying trivial pastimes or distractions like dominoes, which are not part of core business processes and therefore provide little value.

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