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.
Articles, news and updates related to workforce optimization by GamEffective
Enterprise gamification is well into its 2.0 days. It is no longer (never was) about flying birds – it is evolving to encompass thinking about performance management methodologies; the use of gamification as an activity tracker ; a deeper understanding of employee motivation; and the use of game narratives. In fact, some would say that enterprise gamification is becoming the new corporate performance management.
If we take a look back at our 10 most popular blogs over the past year, it’s clear that the face of enterprise gamification is changing – and for the good! Gamification was always about bringing out the best in employees but the “how” is changing. We thank you for your feedback and shares, it motivates us to work harder on more blog posts you’ll love to read throughout 2015!
Going from good to great in the workplace often means employing gamification to motivate your workforce. Pay and perks or plain supervisor authority aren’t enough: you need to stoke people’s internal fire with drive and purpose. Gamification, the use of game mechanics to alter behavior is a great way to do this, since it taps into the deepest drives that make us human: the need to do well, to feel a sense of purpose and to understand the story we’re in.
There are many gamification offerings; some use the old school points and badges. Others use more modern approaches, using narrative based games that tie seamlessly into corporate applications. But in this post I want to take on offline, old –fashioned and timeless games and apply them to workforce motivation. All they require is a pen, paper and some sticky tape, yet they are bound to make performance better.
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.