Video games often present players with a very specific, stylized visualization of an environment. That environment gives players a context in which to relate to the game and all of the objects in it. Visual representation and interaction with in-game items keeps players engaged with the game, and draws their focus into the activities they are participating in within the game.
Enterprise software, on the other hand, tends toward the abstract and metaphorical. Enterprise software designers prefer that anything that needs to be presented on screen fit within one of the widgets that are standard in the industry: drop-down lists, text boxes, buttons, data grids, radio buttons, and check boxes. These components make software design easier and faster. Enterprise software is often presented within a loosely defined metaphorical context: the desktop, the document, the worksheet, or the window. The connections between the real-world object and the software are few and generally not helpful. Knowing how to use the real-world object doesn’t help with learning to use the in-software object at all.
To resolve this disconnect between the real world and the user experience, an enterprise software designer can use the same strategy that video games do: Create a world within the software for users to enter. Give users a set of surroundings that are both familiar and helpful. Show them a world like the world they are working in. Users will be far more engaged, and will quickly learn their way around the software. Users’ experience in the real world will help them understand the software.