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Gamification Europe: Scaling Enterprise Gamification from 100 to 100,000 Players


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This is my presentation in Gamification Europe Conference 2018 on my personal experience of using gamification to transform the way we engage employees to make an impact on business outcomes.

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Gamification Europe: Scaling Enterprise Gamification from 100 to 100,000 Players

  1. 1. Gamification Europe Scaling Enterprise Gamification from 100 to 100,000 players
  2. 2. December, 2011
  3. 3. “How could a 3 year old tech startup in 2011 (with little or no marketing budget) compete with Facebook, Google, Microsoft and other tech companies for the best tech talent?” Our Problem Statement
  4. 4. “We will design the best employee experience to engage our employees” “We will treat our employees like customers” “We will be different from the rest” “We will make work fun with gamification” Our Idea
  5. 5. • Employee Rewards & Recognition System with • Achievement badges • Team-based competition • Leaderboard • Reward points • Everything was done manually • We tracked everything on Microsoft Excel • We communicated everything using Facebook Group Our Gamification v.0 Circa 2011 (Our MVP)
  6. 6. • By employee request, we launched a gamification web-site with • Even More Badges! • Points balance tracking • Leaderboard stats • Redemption requests • We introduced offline gamification for collaboration & wellness Our Gamification Platform v.1 Circa 2013
  7. 7. Business Impact Our Findings
  8. 8. 86 1679 0.14 B 2.5x Productivity and Quality with Higher Customer Satisfaction 2012 2014 174 4223 0.35 B+ Headcount Productivity Index Quality Index Customer Satisfaction
  9. 9. 3.72 4.6 9.2 0 1 2 3 4 5 6 7 8 9 10 Medical Leave/Year Annual Medical Leave Days Taken Per Employee Nettium Average Singapore Average Malaysia Average Lower Absenteeism: +US$330K to Our Annual Bottom Line
  10. 10. 0 100 200 300 400 500 600 700 800 900 1000 General Posts Blogs about Employees Videos about Employees Average Reach of Social Media by Content High Employee Advocacy: +US$200K Annual Savings on Recruitment 50%of employees hired via Employee Referral Average Reach
  11. 11. What if we could bottle the lightning and share it with the world?
  12. 12. Team Selfdrvn Enterprise Founded May 2015
  13. 13. How We Do It? § We engage the workforce with well-designed user experience and game mechanics § We use behavioral data analytics to accelerate behavioral change § We design for and measure business impact Mobile Technology Gamification Data Analytics
  14. 14. We believe that positive empowerment and people-centered strategies are the pillars to building successful enterprises We build humanised, digitalised solutions to nurture employee engagement, recognition and performance in the organisation Our Vision
  16. 16. “We Gamify Employee Success”
  17. 17. Drive and measure the adoption of core values Recognize positive behavior of employees with real-world rewards Provide a peer feedback solution that supports real time, anonymous feedback that give genuine constructive feedback to improve performance Support effective coaching with feedback analytics & agile goal setting Coaching RecognitionCore Values Open Culture Accelerate cultural adoption with Gamification Employee Adoption A Typical Client Engagement on Cultural Change
  18. 18. Create @Alibaba Startup Contest 2017 Finalist IBM Watson Asia Pacific New Venture Challenge 2016 Finalist HR Association India Best Employee Engagement Platform 2017 Asia Pacific CIO Outlook 25 Most Promising SaaS Solution Providers 2016 Industry Recognition Gartner Hype Cycle Vendor for Worker Engagement Platform 2018 Recognized for Innovation
  19. 19. Lessons Learned
  20. 20. Enterprise Gamification is not just about Intrinsic Motivation
  21. 21. “What Causes Great Work?” According to over 1,000 employees Source: National Research by the Cicero Group, 2015
  22. 22. Thank You for Your Time! We’d Love to Have a Chat! Linkedin: Mun Choong Lam Twitter: munchlam