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Making a case for Gamification in Corporate Learning - People Matters Social Conclave


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Gamification – A Case in Point/ The Business Case
• Why & How of Gamification
• Illustrations of the gamification process
• Examples success stories
• What’s the ROI, ways to measure it
• Pitfalls of gamification for the sake of gamification

Published in: Business, Technology

Making a case for Gamification in Corporate Learning - People Matters Social Conclave

  1. 1. ImageCredit:AnurabhDas,Flickr Mohit Garg Co-founder, MindTickle +91 99203 49419 © All Rights reserved, 2013
  2. 2. Here is the gamified agenda for today! What is Gamification? Best Practices Business impact Q&A Summary © All Rights reserved, 2013
  3. 3. Everybody starts as beginner, u will soon be a champion © All Rights reserved, 2013
  4. 4. What is Gamification? “Gamification is the use of game-design techniques and game mechanics in non-game context.” – Wikipedia Now lets try it again, this time in English Gamification is the missing link between what end-users want and what the business desires Interested? Let me tell you how… Gamification provides a scalable framework for encouraging users to engage in desired behaviours voluntarily 4 © All Rights reserved, 2013
  5. 5. 5 © All Rights reserved, 2013 How does Gamification work? (1) Source: Philosophy of Motivation, Csikszentmihalyi, BunchBall Whitepaper
  6. 6. Examples of Gamification 6 © All Rights reserved, 2013
  7. 7. Why is Gamification Relevant to Employee Engagement/Learning?  Short attention span  Competitive  Irreverent  Seek instant gratification  Tuned to “Social”  Prefer self-paced  Accustomed to visually stimulating user interfaces Because of the changing attitudes/preference of employees 7 © All Rights reserved, 2013
  8. 8. Good going! You are making steady progress… Congrats! You levelled up…
  9. 9. 9 © All Rights reserved, 2013 Source: Gamification is not “Gaming” or “Serious Gaming”, for that matter Gamification is a framework for designing repeatable and agile business processes/ technology Gaming on the other hand focusses on deep interactions in game play, resulting in higher degree of customization but limited extensibility
  10. 10. Gamification is more suited for today’s dynamic business environment Gaming/ Serious Gaming Gamification Agility / Time to deploy 3-6 months < 4 weeks Flexibility Low High Resources Required (graphics, servers, manpower) High Low Cost Model Upfront Sunk Cost Value Based/Per User Depth of Simulation High Medium Gamification modules are customisable, can be deployed in weeks and are easy to update. There are roles for which gamification works perfectly. As a result, it can become a critical tool in the hands of the organisation. - Naveen Narayanan, Global Head Talent Acquisition, HCL 10 © All Rights reserved, 2013 Source:
  11. 11. The blend of “social”, gamification and analytics creates highest impact 11 © All Rights reserved, 2013 If “Social” and Gamification is an engine to enable change, analytics is the fuel. Analytics lets you measure impact and identify where further refinement is needed. Nearly all Gamification efforts are iterative in nature. - Charlie Bess, Chief Technologist, HP
  12. 12. Social enhances informal learning and participation  Invites: Makes it viral and increases participation Updates &  Discussions: Be a part of the larger community  Likes: Encouragement from peers  Share: Sharing achievements  Comments: Informal learning and feedback Game mechanics motivate and engage the user  Badges: Sense of achievement, instant gratification  Levels: Achievable goals and incremental sense of progress  Challenges: Balance between skill and difficulty  Points: Differentiate committed learner from casual dabbler  Leaderboard: Reputation, Bragging Rights Blended recipe for corporate learning 12 © All Rights reserved, 2013
  13. 13. Are you ready to go all the way? Congrats! You levelled up…
  14. 14. Building the case for Gamification – Case Studies 1. Identifying the business rationale 2. Success Stories / Business Impact 3. Summary / Key Takeaways 14 © All Rights reserved, 2013
  15. 15. 15 © All Rights reserved, 2013 Context: Pre-Join Onboarding / New Hire Training at HCL Source: Forrester B2E 2013 Awards Nomination, Case Study 1
  16. 16. Opportunity: Improved employer branding, engagement and preparation Case Study 1 1 Connect & Retain 2 Engage & Align 4 Involve & Motivate Impart Learning & Productivity 3 16 © All Rights reserved, 2013 Source: Forrester B2E 2013 Awards Nomination,
  17. 17. Solution: Gamified online platform for new joiners Case Study 1 Gamified journey for creating awareness about HCL’s history, employer value proposition and its culture Achievement badges for creating sense of aspiration and achievement Leaderboard for healthy competition – acts as a driver of motivation Updates/wall for creating an online social environment, an online community of all joiners 17 © All Rights reserved, 2013 Source: Forrester B2E 2013 Awards Nomination,
  18. 18. User Feedback Case Study 1 Gamification turned my rejection into acceptance! “An amazing platform which sheds relevant information about HCL which a new joiner would like to know. Easy to explore and understand. It actually created an interest to be a part of HCL family” – Management Trainee, 25 Being a part of virtual HCL! “Gamification connects with you at the time when a joiner is confused and unaware about the company. This tool gives him/her an insight about the history, culture and business. It is an effective communicator” - Senior Manager, 48 18 © All Rights reserved, 2013 Source: Forrester B2E 2013 Awards Nomination,
  19. 19. Results and associated Business Impact Case Study 1 1. > 60% new hires participated voluntarily 2. The probability of a candidate dropping was 8.4X lower among the cohort who partipated vs. those who did not 3. Discovery: The participation acts as a renege predictor 19 © All Rights reserved, 2013 Source: Forrester B2E 2013 Awards Nomination,
  20. 20. Teacher Training at DM Schools, Iowa Case Study 2 20 © All Rights reserved, 2013 Source: Forrester B2E 2013 Awards Nomination,
  21. 21. Results and associated Business Impact Case Study 2 1. IT training for 3000 teachers was automated, resulting in huge $$$ savings 2. 39% drop in support calls to the IT helpdesk since introduction of the MindTickle gamified learning platform 3. The IT helpdesk now focuses on issues that require a higher level of technical expertise 2121 © All Rights reserved, 2013 Source: Forrester B2E 2013 Awards Nomination,
  22. 22. Last lap… Congrats! You levelled up…
  23. 23. Summary  Identify the business objectives and metrics  Gamification for the sake of gamification is likely to fail  Integrate “social” and “strong analytics”  Start with a well-defined use case/business problem. Examples – sales training, policy training, NHT  Measure, learn and iterate along the way to enterprise wide gamification 23 © All Rights reserved, 2013
  24. 24. 100% complete! Congrats! You have done it!…
  25. 25. Visit Download these slides View a live online demo Thank you! Contact: @mohgar (0) 99203 49419 Share This Document