Gamifying Cognizant 3.0

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Business plan for CBC(Cognizant Business Consulting) to foray into the Gamification Enterprise Products & Consulting market. Worked closely with senior management to develop actionable strategy addressing all internal & external stakeholders

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Gamifying Cognizant 3.0

  1. 1. Gamifying Cognizant 3.0<Cognizant Boardroom Challenge>By - “THE 3 GAMERS”Bhavik KaulVishal VermaAnand Vishnu T A
  2. 2. Gamification industry at a critical stage Industry will grow rapidly for the next 2 – 3 years Gamification can help solve contemporary challenges: Emergence of Millennials – digital upbringing, very collaborative, veryvaried motivations, lower intrinsic engagement Increase collaboration – among employees and clients 50% of Innovation solutions will be gamified by 2015 Cost arbitrage Gamification as a competency will have to be developed to leverageon providing another suite of IT solutionsGamification to be one of the key disruptors that will effect companies in not-so distant future –Tech Trends Report, Deloitte
  3. 3. Market Analysis Enterprisesegment growthEnterpriseMedia/PublisherEntertainmentConsumer GoodsRetailHealthcare/WellnessOthers0% 5% 10% 15% 20% 25% 30%Gamification market - VerticalSegments242.00522.00980.001,707.002,830.003,600.003,960.004,356.004,791.60-1,000.002,000.003,000.004,000.005,000.006,000.00201220132014201520162017201820192020Market Potential (in Millions USD)Market Potential(in Millions USD)20%9%10%22%39%Competitor Analysis - (%capture of Market Share)BadgevilleBigdoorBunchballGigyaOther small playerscombined155% -2011198% -2012“Market growing @150% CAGR”
  4. 4. Value proposition - Scenarios Timesheet Non Compliance – Market SurveyGamification LevelWorkload - StressFactorNo Gamification Gamification withindividual scoresGamification withindividual and teamscoresLow 19.17% 8.89% 7.20%Medium 41.54% 22.22% 17.86%High 44.62% 29.63% 20.00%Non Compliance 35.53% 20.25% 15.31%Huge cost savingsSavings ofvaluable time ofmanagersHigh level oftime-sheetcompliancewill lead to
  5. 5. Value proposition - Scenarios Employee satisfaction attributes improvement. “Employee Value Factors Curve”MediumTO BEAS ISHighLow
  6. 6. Business Idea Set up Independent Advanced Solutions group; possibly throughacquisition of small Gamification product firms Get gamification experts from outside, domain & technical expertsthrough internal transferInternal suiteof GamifiedServicesGamificationStrategyConsultingGamificationEnterpriseProducts Leverage existing domain and technical competencies in Cognizant BusinessConsulting Nurture clients with the objective of moving them into Gamificationproducts & services space Gamify projects to bolster performance of key benchmarkactivities like – Project management, time sheet filling, sales trackingetc. Promote employee, customer collaboration & loyalty
  7. 7. Cognizant Gamified Technology Stack©The 3 Gamers
  8. 8. Some Applications Market Research X-pert Badges & point systems Limited time in TOMA studies Feedback at periodic stages Timesheet compliance Team and Individual badges Constant feedback Achievement and maintenance of badges Promote bottom up responsibility Gamifying Cognizant 2.0 Rewards for usage of cognizant 2.0 modules task creation and maintenance Monitor efforts of associates and provide feedback Skills and recognition in profile page
  9. 9. “Timesheet Page listing showing promptitude score”
  10. 10. “Different badges for compliance”
  11. 11. “Profile Page listing skills, projects, reputations”
  12. 12. Financials-100.00200.00300.00400.00500.00600.002013 2014 2015 2016 2017 2018 2019 2020Revenues and PAT (Assuming a 10%market share in 3 years)RevenuePATYearMarketPotential(in MillionsUSD)TargetMarketShareRevenue(inmillionsUSD)Income(in millionsUSD)PAT(inmillionsUSD)2012 242.002013 522.00 2.00% 10.44 0.94 0.702014 980.00 5.00% 49.00 4.41 3.312015 1,707.00 8.00% 136.56 12.29 9.222016 2,830.00 10.00% 283.00 25.47 19.102017 3,600.00 10.00% 360.00 32.40 24.302018 3,960.00 10.00% 396.00 35.64 26.732019 4,356.00 10.00% 435.60 39.20 29.402020 4,791.60 10.00% 479.16 43.12 32.34NPV 88.13Key assumptionsCost of Capital 9%Operating margin 20%Applicable Tax rate 25%
  13. 13. TeamEntrepreneur - 2 startups inMumbai & PuneDesigning & architecting internetmedia productsR&D in Technology & Presales forfortune 500 clientsBhavik KaulLoves to dream big and a „Go-getter‟ by attitudeDiehard Social Networker andTechnology EnthusiastNational level case winnerGuest editor to the Times of India& a published amateur poetVishal Verma Anand Vishnu TAHolds a patent. Passionate aboutinnovationFinance whizkid. Ex-cognizantVoracious reader. Universitytopper

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