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Enterprise Employee Engagement with Gamification

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Presentation for the Northern Alabama chapter of Association of Talent Development (ATD). Topics Accenture Drops Annual Performance, Behavioral Economics, Loyalty programs, and Video games.

Published in: Leadership & Management

Enterprise Employee Engagement with Gamification

  1. 1. ENTERPRISE EMPLOYEE ENGAGEMENT USING GAMIFICATION Engage Employees Like Kids Play Video Games Motivate Customers Like They Play Candy Crush
  2. 2. Little Sister Given name is Bennett Friends call me Dutch… Dutch Driver
  3. 3. Basic Expert Master
  4. 4. Certifiable Headcase!
  5. 5. HOW COULD ACCENTURE….?
  6. 6. 2013
  7. 7. DON’T DO MATH IN FRONT OF GROUPS 35% 59% 20.7%* =
  8. 8. DON’T DO MATH IN FRONT OF GROUPS Position FTE FTE Salary 100% Engagement 35% Engaged Managers Yellow X .35 59% Engaged Employees Gray X .59 Calculated Costs Lost to Disengagement Yellow - Blue Gamification Intervention Lift Rust * -.2 CEO 1 $131,040 Director 10 $1,310,400 $458,640 $270,598 $1,039,802 $207,960 Manager 100 $13,104,000 $4,586,400 $2,705,976 $10,398,024 $2,079,605 Team Lead 1000 $131,040,000 $45,864,000 $27,059,760 $103,980,240 $20,796,048 Employee 10000 $1,310,400,000 $458,640,000 $270,597,600 $1,039,802,400 $207,960,480 $1,455,985,440 $509,549,040 $300,633,934 $1,155,220,466 $231,044,093 COSTS OF DISENGAGED EMPLOYEES 2080 X $63/HR.
  9. 9. GAMIFICATION DEPLOYED
  10. 10. CUSTOMER SERVICE CALL CENTER  Gamification platform 80% adoption rate 1st week  Gamification reduced training from 4 weeks to 14 hours average  Resulting in 3 ½ weeks of earned productivity  Adopting agents reduced call time by 15%  Sales improved between 8% and 12%  The adopters outperformed non-users by 23%  Average +9% higher customer satisfaction
  11. 11. GAMIFICATION Gamification: The use of game elements and game dynamics in non-game arenas.
  12. 12. LOYALTY PROGRAMS
  13. 13. BEHAVIORAL ECONOMICS
  14. 14. VIDEO GAMES
  15. 15. SELF-DETERMINATION THEORY Autonomy Mastery Purpose Motivation • Delegation • No Micromanagement • No Mandates • Manage my own time • Right competencies • Right experience • Right tasks • Right support • Right time • For member • For the task • For team • For division • For organization • Real-world impacts • Challenging • Developmental • Exciting • Lazzaro 4 Keys to Fun http://www.selfdeterminationtheory.org/theory/
  16. 16. PATH TO MASTERY
  17. 17. PLAYER TYPES
  18. 18. PLAYER TYPES
  19. 19. Player Acting World Interacting
  20. 20. INCENTIVES / REWARDS
  21. 21. MAGIC CIRCLE / SCOPE
  22. 22. BUSINESS OBJECTIVES
  23. 23. COMPONENTS  Points  Badges  Leaderboards  Achievements  Levels  Countdown  Dice  Progress Bar  Missions  Avatars  Virtual Goods  Real Prizes  Inventory  Virtual Currency
  24. 24. AESTHETICS/EMOTION  Schemas  Narrative  Submission  Fellowship  Discovery  Personal Expression  Fantasy  Sensation  Challenges  Contests  Competition  Compromise  Conflict  Collaboration  Prioritize
  25. 25. FUN
  26. 26. FUN
  27. 27. FUN
  28. 28. POINTS / LEVELS Experience Points Combat Points Karma Points Brownie Points
  29. 29. BADGES
  30. 30. LEADERBOARDS August 2015 Sales Competition Position Name MTD #1 Person I don't trust $15,500 #2 Person I Hate $11,625 #3 Person I Hate $8,719 #4 Person I Hate $6,539 #5 Person I Hate $4,904 #6 Person I Hate $3,678 #7 Person I Hate $2,759 #8 Me $2,069 #9 Person Who Hates Me $1,552 #10 Person Who Hates Me $1,164 #11 Person Who Hates Me $873 #12 Person Who Hates Me $655 #13 Person Who Hates Me $491 #14 Person Who Hates Me $368
  31. 31. GAME MECHANICS
  32. 32. SCHEMAS Baseball Football Futbol Basketball Hockey Poke r Golf
  33. 33. NARRATIVES
  34. 34. GAME INVENTOR KITS
  35. 35. THOUGHT LEADERS Mario HergerYu-Kai Chou Gabe Zichermann Monica Cornetti Andrzej Marczewski Karl Kapp An CoppensAlice KeelerNicole Lazzaro Amy Jo Kim
  36. 36. BOOKS
  37. 37. Questions? Answers.
  38. 38. DUTCH DRIVER CONTACT INFO Facebook Linkedin Twitter Gmail Phone 2 5 6 3 6 5 2 7 3 0

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