Gamification entails adding a game-layer to regular mundane tasks, and does not equate to playing games. However, there is much to learn from old-school, non-technological games. Read this blog to find out how to incorporate vital, timeless game elements within your organization to reach higher levels of employee engagement.
Articles, news and updates related to enterprise gamification by Gameffective
I recently came across an interesting article by researchers from the RMIT University in Australia. The researchers were interested in creating a taxonomy of the enterprise gamification industry. They were interested in understanding how the market understood gamification solutions and in investigating the claim of high failure rates of gamification projects (Gartner 2012 – see what we wrote about that here) in order to identify probable causes and potential solutions. Finally, the researchers felt that as part of the information systems sector, where taxonomies are prevalent, gamification was in need of a taxonomy in order for it to be able to integrate with other similar software in the enterprise.
The researchers came to some really interesting insights. I’ll go over them briefly here, but it’s worth reading the actual article.
Oren Stern is Senior VP of Product Strategy at Verint. We met him speak about gamification and Employee Engagement Management. He describes his views on the use of gamification in B2C verticals, covering everything from telecommunications to financial services, and even government. Employee engagement is important for any vertical, but especially when employees do customer facing work in a transactional environment. Studies show that more engaged employees drive more successful organizations with better business results.
We typically discuss gamification in the context of changing performance and culture in a company. But sometimes gamification is about getting the software adoption ball rolling. Because – guess what – when you have enterprise software and no-one is using it, you first need to get adoption right before you talk about change management.
That was the case for a large customer of ours. They wanted to implement Remedy BMC IT in their organization. There was one catch: employees didn’t use it. Luckily for them, we had an enormously successful gamification implementation.
We are all in a state of constant learning. Whether on the job, at school, or when keeping up with the latest technology – learning is one of the most fundamental tasks we have.
Yet learning, especially in the context of work, isn’t always that enjoyable. Learning something new, regardless of how important it is, can be an extremely difficult task. While at school, if we weren’t really in to a certain subject, we could hang low during those specific lessons and do just enough to get by. At work, it’s an entirely different story. Performance is greatly dependent on acquiring new skills, such as increased adoption of enterprise software, the use of knowledge management systems and more. It is also a factor of knowledge – emotional intelligence in dealing with customer complaints or product knowledge when offering new solutions to customers.
The world of enterprise gamification has two oft-quoted statistics, and they are quoted all too often. The first often-quoted statistic is that about 70% of employees are disengaged.The second most quoted statistic about gamification comes from Gartner. In late 2012, at the top of the hype cycle about gamification, Gartner came out with a press release titled “80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design”. This is the second most quoted statistic. We decided to take a look at Gartner’s report then and see how it fared.
Swarm, a mobile app that continues the original Foursquare application of past fame, is a social check-in app. Foursquare was well known for its pioneering use of gamification, yet the initial launch of swarm omitted most of the gamification elements that had made Foursquare famous in the first place. Now, the new release of Swarm brings back a lot of the gamification fun that the original Foursquare once had. As I wrote several months ago, Foursquare is a great case study to try and understand what works and what doesn’t in enterprise gamification design, and to understand the strengths and weaknesses of points, badges and leaderboards.
Done well, gamification provides context, calls-to-action and a sense of meaningful work to employees – but the core question remains. How can companies get to the “gamification done well” phase? Some of it lies in good gamification design, using sound principles within the context of an organization or role and the desired employee behaviors. But some of it lies in using gamification analytics properly – and this is the core of this blog post.
A review of Enterprise Gamification Consultancy’s Gamification Industry Report 2015, by lead researcher Mario Herger. The report (focusing on enterprise grade gamification, engagement and behavior modification platforms) reviews the state of the gamification world in 2015, marking its long-expected maturation from the novelty or exotic into a mainstream offering by large software vendors.
Since I’ve been following Mario’s work for a while, and since I think the report has some valuable points to make, here are five take-aways from the report.
Based on a deeper understanding of human nature, how we learn and what motivates us to do so, it is evident that eLearning that incorporates game mechanics is far more successful. Why? Because people intrinsically love levels, missions and the satisfaction of doing something well. We are even prepared to repeatedly experience the “agony of defeat” to enjoy the “thrill of victory,” the feeling of success, that we have mastered something, that we have surmounted a challenge.
Given these insights, anything perceived as worth doing or worth learning is a perfect candidate for implementing gamification — whether its learning to play an instrument, learning a new language, learning to use the latest Microsoft Office, or even furthering one’s higher education. In fact, here is a closer look at five examples of successful elearning gamification.