In retrospect I'm not sure why, but I kind of expected a bit more from this article at ELearning Industry -- Gamification Benefits in Workplace Training"
The title drew me in. I was hoping that it would offer some lucid and effective arguments to the instinctive (and sometimes subconscious) resistance to gamification in corporate learning system design.
Instead, the article's primary thesis seemed to be, "people play games anyway, so just give in -- and besides, it's fun!"
This really misses the point.