Articles, news and updates related to gamification by Gameffective

Checking in and checking out: what Foursquare’s evolution can teach us about Enterprise Gamification

Remember Foursquare?

In 2009, Foursquare launched a location based social network that allowed you to “check-in” at various venues, turning “life into a game”. The service was initially limited to certain metro areas, but after it opened, it reached 10 million users, which enabled the company to raise $ 50 M in 2011 at a valuation of $ 600 M. Foursquare was a hit.

One of the core drivers behind the craze to check-in using Foursquare and not competing services was Foursquare’s use of gamification.

Can Gamification replace corporate performance management?

Imagine a trucking company.
Let’s think about how its managers are engaged in meeting corporate goals. They are presented with a business strategy and goals. Let’s say the company has decided it should invest in better customer service, focus on a certain region and resolve a history of safety issues that are mostly related with too many hours of driving. Additionally, the company would like to better control its fuel expenditures by having trucks rest during rush hour traffic.

For over a decade, many enterprises have practiced engaging managers with corporate business strategy and goals. Managers undergo a process to acquaint them with the business strategy (often achieved with the use of learnification strategies) after which KPIs and targets are set, together with scorecards (to provide feedback) and recognition mechanisms. Management achievements are then reviewed discussed and rewarded in ritualized quarterly business reviews and more. This process of translating the business strategy into measurable goals for each manager is crucial to a well-functioning enterprise. Can gamification also achieve the goals of corporate performance management systems?

Pay it forward and Karma points: Good Deeds Gamification (part 1)

Pay it forward is a great concept and has the power to create re-occurring cycles of good deeds. The idea is simple – when someone does you a favor and you cannot repay them, you can repay some else, that also needs a favor or a good deed done. This creates a sense of good luck and a ton of positive vibes.

Encouraging “pay it forward” in the corporate world has real benefits. Imagine an employee who, upon joining the company, receives support, informal mentorship or just a few great tips from another employee. Imagine that new employee paying it forward a year later, to a newly joined employee. That’s a workplace everyone would like to part of. Aleph VC released an app called “karma” with a similar concept

Completion vs Competition – Which is better for Enterprise Gamification?

I recently overheard an interesting conversation between two friends that are triathletes. One of them was very excited about an upcoming race: he’s in better shape than last year, he said, he’s hoping to get to one of the top three results for his age bracket. The other friend, who has just begun training a year ago, on doctor’s orders (he was in bad shape before that) said “I’m into completion. Not competition”.

Re-Inventing Learnification and Knowledge Collaboration: An Interview with Dr. Eran Gal

We asked Dr. Gal to share his insights about what motivates employees, what types of gamification work better than others and what obstacles a company might confront when implementing gamification. Since Dr. Gal is an e-Learning expert, the focus of the interview was on Learnification. Learnification means using Gamification techniques for the purposes of training or employee on-boarding; the use of game mechanics promotes learning, review of materials and encourages a sense of completion. It also provides clear calls-to-action during the process of learning, and is more effective than traditional methods. By creating inherent incentives to learn, implementation of learnification projects promotes better employee knowledge and satisfaction.

Yahoo! Gamification Case Study

We’re incredibly proud to announce our newest case study: “How Yahoo! increased its customer service KPIs by 10% in two weeks’ time”.

It features the story of how we quickly and effectively gamified Yahoo’s customer service, across geographies and teams, to create a lasting and sustainable improvement in KPIs.

Gamification and Interval Training – a Winning Combination

The world of fitness and weight-loss world is undergoing a revolution. Research has shown that interval training actually works, upending many long held beliefs about how exercise should be done and for how long. The concept is as simple as it is effective: alternating bursts of intense activity with intervals of lighter activity works best. This is now perceived as more effective that steady-state pacing throughout the exercise.

Walking is a great example. If you’re in good shape, you might incorporate short bursts of jogging into your regular brisk walks. If you’re less fit, you might alternate leisurely walking with periods of faster walking. In this way, you can gradually increase the intensity of your workouts as you physically and mentally adapt to your routine.

Interval training improves your aerobic capability, strength and endurance; even more importantly, it keeps boredom away and makes your work out goals more achievable, leaving you motivated for longer.