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Let the Games Begin 
Using Game Mechanics to Drive Digital Transformation
Why Gamification Matters Now? 
55% of companies 
surveyed cited company 
culture, particularly 
employee resistance 
to job changes, to be a 
major hurdle to digital 
transformation. 
A US insurance giant was 
struggling with inefficient 
claims processing leading to 
long turnaround times for its 
customers. It wanted to streamline 
its complex processes and used a 
gamified social innovation tool to 
draw ideas from its employees. 
The initiative saw self-driven 
participation without any attached 
reward component. The chance 
to collaborate on simplifying 
their workflow was the primary 
driving factor for the participants. 
The activity resulted in a new, 
simplified process, which saved 
the company $18 million a 
year and increased worker 
satisfaction.1 
Over-hyped or duly justified, 
enterprise gamification — the 
application of game design 
techniques to a business setting in 
order to make tasks more fun and 
engaging — is garnering attention 
from business leaders, world over. 
Enterprise gamification is expected 
to exponentially increase over the 
next couple of years. Research 
indicates that by 2015, more than 
40% of global 2000 organizations 
will have at least one application 
where gamification will be used.2 
Gamification is an 
Enabler for Digital 
Transformation 
While organizations have ramped 
up their investments in digital 
tools and technologies, two-thirds 
of digital transformation projects 
fail mainly due to workforce 
behavioral issues.3 Our latest 
research with the MIT Center for 
Digital Business indicates that 
55% of companies surveyed cited 
company culture, particularly 
employee resistance to job 
changes, to be a major hurdle to 
digital transformation (see Figure 
1).4 We believe that enterprise 
gamification, when designed and 
implemented effectively, can help 
accelerate digital transformation 
by driving employee engagement 
and supporting change 
management. 
In this paper, we explore the 
building blocks of successful 
gamification and provide an 
outline for how organizations 
should approach gamification 
as part of their digital 
transformation.a 
Figure 1: Execution Challenges in Digital Transformation 
Note: Percentage of firms encountering gaps in skills, IT or culture as mentioned by their 
executives. Some firms are encountering more than one gap. 
Source: “Digital Transformation: A Roadmap for Billion Dollar Organizations”, Capgemini 
Consulting and MIT Center for Digital Business, 2011 
77% 
55% 
50% 
Missing Skills 
Culture Issues 
Ineffective IT 
a Scope of this paper is limited to addressing the application of gamification for employee engagement; customer engagement is not 
covered in this paper. 
2
Gamification Helps Overcome Key Digital 
Transformation Hurdles 
Enterprise gamification drives 
positive outcomes in five 
key business areas: change 
management, employee 
engagement, employee training 
and learning, innovation and 
process efficiency (see Figure 2). 
Gamification 
Accelerates Change 
Management 
Gamification mimics elements 
of real-world business situations 
and makes it more engaging by 
giving real-time feedback and 
awards which help employees 
nimbly adapt to new processes, 
systems and business models. 
Higher employee engagement 
in game-like settings leads to 
lower resistance to change which 
helps in accelerating digital 
transformation. 
For instance, after installing a 
new event logging system for its 
salespeople, a mid-sized firm saw 
very poor adoption rates from its 
employees since the team was 
comfortable with the old system. 
In order to increase adoption, the 
company ran a week-long sales 
competition where every event 
logged would get a point and the 
employee with the highest points 
would get a $100 gift certificate to 
a local restaurant. During the week 
of the contest, the number of 
events logged shot up over 750% 
and four weeks after the contest 
was over, the number of events 
logged per week held steady at 
around 6x of earlier values due 
to effective behavioural change 
of the salespeople – a significant 
increase from the pre-contest 
results.5 
Gamifying Processes 
Helps Drive Employee 
Engagement and 
Compliance 
Engaged employees often show 
higher productivity and are 
likely to be more loyal to the 
organization. Research reveals 
that engaged employees put forth 
57% more effort and are 87% 
less likely to leave their company 
than employees who consider 
themselves disengaged.6 Clear 
rules of engagement, short-term 
achievable goals, accelerated 
feedback cycles and recognition of 
accomplishments in gamification 
helps drive employee engagement 
and motivation. This leads 
to successful transformation 
By 2015, 40% of global 
1000 organizations will 
use gamification as the 
primary mechanism 
to transform business 
operations. 
Gamified processes 
at LiveOps Inc.’s call 
centers reduced call 
times by 15% and 
improved sales by 12%. 
programs and quantifiable 
business benefits. 
LiveOps Inc., which runs virtual 
call centers, offers a good example 
of using gamification to drive 
engagement and compliance. 
The company gamified its 
processes by converting them 
into a competition, in order to 
help improve the performance 
of its 20,000 call agents. It began 
awarding agents with virtual 
badges and points for tasks such 
as keeping calls brief and closing 
sales. Leaderboards allowed 
the agents to compare their 
achievements with their peers. 
Such gamified processes reduced 
call times by 15% and improved 
sales by 12%.7 
Figure 2: Business Impact of Enterprise Gamification 
Source: Capgemini Consulting Analysis 
Enterprise 
Gamification 
Change 
Management 
Employee 
Training and 
Learning 
Innovation 
Process 
Efficiency 
Employee 
Engagement 
3
People trained on 
virtual games retain 
more facts, attain 
higher skill levels and 
retain information 
longer. 
Gamification Speeds up 
Employee Training and 
Learning 
Lack of requisite skills can be a 
significant impediment to digital 
transformation.8 Many firms have 
launched digital training programs 
to bridge this gap; for instance, 
Intel launched “iQ”, an employee-curated 
social media and learning 
platform. Gamifying digital training 
programs accelerates the learning 
Gamification of the 
On-Boarding Process at InMobi 
During their rapid expansion, InMobi, an Indian mobile advertising startup, increased their headcount by 10% 
each month. The HR team was not prepared to handle this growth, which resulted in several challenges such 
as on-boarding delays, unavailability of executives to deliver training sessions and lack of systems to track on-boarding 
progress. 
The firm partnered with a gamification company to leverage its learning platform to deliver new hire orientation 
as an online social game. The new hires learnt about different aspects of the company through a gamified 
experience in a team setting, with badges, points and prizes for top scorers. This approach proved to be effective, 
resulting in a more engaged and productive workforce within a shorter time frame than previously experienced. 
Source: Case study from Mindtickle – a firm providing companies with gamified learning solutions. 
4 
process. This is especially true for 
the technology-savvy Generation 
Y (Gen Y) workforce, which 
struggles to sit through lengthy, 
non-interactive presentations. A 
recent study found that trainees 
using video games had 11% higher 
factual knowledge levels, 14% 
higher skill-based knowledge 
levels and 9% higher retention 
rates compared to trainees within 
a passive learning environment.9
5 
Research predicts that 
by 2015, more than 
50% of organizations 
will gamify their 
innovation processes. 
Gamification Drives the 
Pace of Innovation 
Gamification helps create 
an environment that 
facilitates creativity, fosters 
peer collaboration in a fun, 
competitive environment and 
moves innovation out of a siloed 
structure. Innovation games are 
useful for problem solving and 
in shortening “time to revenue” 
through their ability to leverage 
crowd-sourcing. Crowd-sourcing 
new ideas through competition 
and reward-based systems are all 
applications of game mechanics 
and are already popular across 
organizations (see insert on UK 
DWP). 
Gamification Driving Innovation at the 
UK Department for Work and Pensions 
The UK Department for Work and Pensions (DWP) created a market game called “Idea Street” to decentralize 
its innovation process and to crowd-source ideas from across the organization. Game mechanics such as points, 
leader boards and a “buzz index” were used to motivate the employees. The ideas submitted not only earned 
points but also rank and social status within the community. Within the first 12 months, this exercise generated 
1,400 ideas, 63 of which went forward for implementation. The employees thrived on the challenge of finding new 
solutions and getting recognized for it, while the organization is expected to save £20 million by 2014-2015. 
Source: Government Computing, “Gamification for the public good”, June 2011 
Gamification Improves 
Process Efficiency 
Process redesign, digitization and 
streamlining play a critical role in 
an organization’s cost reduction 
strategy. Gamification helps 
drive these elements forward. 
For instance, Google reduced its 
travel expenditure by using game 
mechanics. Employees were 
given the option of saving the per 
diem amount provided for their 
business trips and using it towards 
another trip (which would have 
had no budget) or upgrade to a 
higher class or cash out a part of 
it. The initiative proved successful, 
resulting in over 90% compliance 
with the process.10 
In the next section, we dig deeper 
into the psychological aspect of 
gamification and what makes it 
successful.
Up until the recent past, enterprise 
gamification was perceived 
as an experimental activity. 
Gamification today however, has 
moved mainstream, as a result of 
increased research and enhanced 
understanding, thereby making 
it better suited for enterprise 
application. Another key factor in 
its growing popularity is the rise 
of the Gen Y demographic in the 
workforce and their affinity to 
game-like environments. 
Gamification Masks a 
Science beneath Badges 
and Awards 
Social games create an 
environment that is inherently 
engaging and competitive. Gaming 
mechanics incentivize humans 
through intrinsic motivators such 
as status, sense of achievement, 
sense of pride and through 
external motivators such as 
financial rewards, badges and 
promotions. 
B.J. Fogg, an experimental 
psychologist at Stanford University, 
USA developed the Fogg Behavior 
Model (FBM), in 2009, which 
shows that three factors need to 
be present to influence human 
behavior: motivation, ability and 
trigger (see Figure 3). 
Why Gamification Works 
Figure 3: Science of Gamification - The Fogg Behavior Model 
Source: Lithosphere, Science of Social Blog – “Gamification 101: The Psychology of Motivation” 
Willingness to participate 
Desire to engage - personal interest 
Perceived value of potential outcome 
Reflects individual’s skill, time and 
mental capacity to perform task 
Trigger to prompt target behavior 
It can be either explicit (directing 
the user to take action) or experiential 
MOTIVATION 
TRIGGER ABITLITY 
GAMIFICATION 
6
Gamification simultaneously utilizes all the three factors stated in Fogg’s behavior model, which positively influences human behavior and results in a successful gaming system.11 For instance, Target Corporation, a US-based retail giant, gamified its cashier checkout system (trigger) for driving behavioral change and process efficiency. Employees were scored based on the transaction’s speed and accuracy (ability). A feedback mechanism using visual and audio cues was built into the system as a way to create positive reinforcement (motivation). This resulted in increased job performance, reduced checkout times, and improved employee morale.12 Most enterprise gamification tools leverage Fogg’s three factors simultaneously in such a way that once connections are made with the players, the tools sustain these interactions, thereby promoting an environment that is both enjoyable and productive. 
Most enterprise gamification tools leverage Fogg’s three factors simultaneously in such a way that once connections are made with the players, the tools sustain these interactions, thereby promoting an environment that is both enjoyable and productive. 
Gamification Appeals to the Growing Younger Demographic in the Workforce 
Research indicates that Gen Y represents 25% of the current global workforce and their numbers are growing rapidly.13 A recent survey indicated that Gen Y employees expect their jobs to be social and fun, with clear goals to succeed, and which provide personal satisfaction. They want regular feedback on their performance and recognition for their work.14 
Gamification creates new methods to reach out to the specific requirements of Gen Y employees. For instance, global hospitality major, Marriott Hotels used gamification as a recruitment tool. It launched the app My Marriott Hotel on Facebook for motivating potential Gen Y hires to participate in managing a virtual hotel restaurant. Players earned points for happy customers, lost points for poor service and won rewards when their operation turned a profit. Players with high scores were considered for next levels of the recruitment process.15 
The concept of game mechanics resonates with the motivational requirements of the Gen Y workforce. Further, it also helps address potential skill gaps in large-scale digital transformation, accelerates the pace of change and shortens business cycles. In the next section, we discuss some of the common pitfalls of enterprise gamification that firms should keep in mind. 
The Fogg Behavior Model shows that three factors need to be present simultaneously to design effective Gamification – motivation, ability to complete a task and a timely trigger to act. 
7
Many firms are adopting 
gamification due to the current 
hype around it but most 
implementations lack thorough 
planning and understanding of 
the concept and its business 
application. It is estimated that 
by 2014, 80% of current gamified 
projects will fail due to poor 
design.16 There are multiple 
challenges in the implementation 
of Gamification. The most 
common issue is low adoption of 
the gamified platform due to poor 
game design and game fatigue. 
Excessive Focus on 
Extrinsic or Intrinsic 
Motivators Leads to 
Sub-Optimal Results 
Flawed game design causes many 
gamification implementations 
to fail. An excessive focus on 
extrinsic motivators (badges, 
points, or leader boards) rather 
than on more important intrinsic 
motivators (status, sense of 
achievement, and collaboration) 
results in poor game design. 
On the other hand, too much 
focus on intrinsic motivators, 
without any focus on rewards may 
not motivate all employees and 
can fail to achieve the intended 
results. Best results are seen 
when the game design efficiently 
balances both- external and 
intrinsic motivators. For instance, 
a professional services firm 
in the US gamified its internal 
communication process to help 
employees learn the names and 
faces of their 2,000 colleagues 
across the country. To encourage 
participation, a leaderboard was 
created, which failed to draw 
interest from employees as people 
did not bother to check their 
personal score. However, when 
teams were created, it triggered 
the intrinsic human motivational 
factor of collaboration and 
participation increased from 5% to 
90%.17 
Inability to Sustain User 
Interest Leads to Game 
Fatigue 
A well-designed gamification 
system aims to keep players 
engaged without getting 
prematurely bored (if too simple) 
or disillusioned (if too complex). 
User fatigue is a common issue 
associated with long-term use of 
gamification. Even with a well- 
According to Gartner, 
by 2014, 80% of current 
gamified projects will 
fail due to poor design. 
What are the Common Pitfalls 
to Effective Gamification? 
designed gamified application, it 
is not easy to sustain user interest 
over prolonged periods. Games 
that rely heavily on badges and 
points can lead to undesirable 
outcomes such as “loyalty 
backlash” or active disengagement 
when an employee realizes their 
behavior has been manipulated 
with no personal gain. 
Employees need to be constantly 
challenged to remain motivated. 
Introduction of enterprise 
gamification should be preceded 
by a clear long-term vision for 
employee engagement. This vision 
should be articulated clearly to 
ensure clarity of objective as 
well as drive participation from 
employees. 
8
What are the Key Success Factors for 
Enterprise Gamification? 
Enterprise gamification plays a 
crucial role in helping address 
the firm’s cultural and skill-based 
gaps for a successful digital 
transformation. Based on our 
experience, there are six distinct 
key success factors that determine 
the adoption/failure of gamified 
processes (see Figure 4). 
Identify a clear goal 
Gamification finds its application 
across multiple business areas-engagement, 
compliance, and 
learning. However, organizations 
should ideally pick only one goal 
at a time in order to achieve 
best results. Picking multiple 
focus areas for application of 
gamification dilutes the goal of a 
gamified environment. 
Define the user group 
upfront 
Understanding the behavior of 
the people performing the task, 
their skill levels and abilities, 
their intrinsic and extrinsic 
motivators and their triggers will 
aid in choosing the right game 
mechanics and keeping the players 
engaged. For instance, motivation 
and rewards for a group of senior 
research scientists would typically 
be different from those of call-center 
employees. 
Set up internal 
capabilities for 
gamification 
Gamification is more than just 
implementing a digital tool. 
It is a capability that requires 
significant investment in people 
(game designers, developers, and 
change managers), processes 
(methodology, performance) and 
technology (gaming platforms, 
analytics).18 Firms need to plan 
along these aspects and evaluate 
which capabilities need to be built 
in-house, which to partner for and 
identify people to champion the 
gamification initiative internally 
in order to effectively implement 
gamification. 
Figure 4: Key Success Factors for Enterprise Gamification 
Source: Capgemini Consulting Analysis 
Adopt an 
Iterative Approach 
Identify 
a Clear Goal 
Define 
the User 
Group 
Proactively 
Manage 
Game 
Completion 
Key 
Success 
Factors 
Continuously 
Measure 
and Adjust 
Set up Internal 
Capabilities 
9
Continuously measure 
and adjust 
Firms need to put in place 
the systems and processes to 
capture and accurately interpret 
gamification data. Measuring 
output from gamified applications 
is an ongoing effort and is 
needed to ensure continued 
relevance and to monitor and 
adjust gamification applications. 
Continuous measurement of 
results such as adoption rates, 
game abandonment stage, 
number of visits in a day, etc. 
provides insights into the efficacy 
of the gaming mechanics. This 
allows for real-time tweaking 
of gamification parameters 
(levels of complexity needed, 
collaboration, point systems, etc.) 
leading to higher success rates. 
This continuous measurement 
is also essential for periodic 
benchmarking against predefined 
performance parameters and 
for understanding ROI impact. 
Proactively manage 
game completion 
Each gamification initiative has 
its own shelf life but eventually 
engagement of the user group 
declines over time as “game 
fatigue” sets in. Good game 
mechanics design and continuous 
feedback help determine the 
optimal time for running the 
initiative. Subsequently, the 
completion should be managed 
proactively and quickly to prevent 
active disengagement or “loyalty 
backlash”. 
Adopt an iterative 
approach to 
gamification 
Initial failures in gamification are 
OK and should be embraced as 
learning experiences. Gamification 
is a complex area which needs 
customized game mechanics based 
on the goal and the user group. It 
is usually not possible to achieve 
the desired results in a one-shot 
manner, but requires an approach 
of constant feedback, adjustment 
and learning. Development of a 
culture of testing and iterative 
learning is key to the creation of a 
digitally-enabled enterprise. 
Enterprise gamification requires 
thorough planning, considerable 
investment and management 
commitment. By altering 
organization culture, gamification 
has the potential to change the 
overall employee experience. 
The scope of gamification, in an 
enterprise context, can indeed 
be vast – from recruitment right 
upto managing alumni networks. 
There are pitfalls to getting it 
right; however, the benefits 
clearly outweigh implementation 
challenges. We believe that 
gamification and digital 
transformation are a winning 
combination and firms cannot 
afford to ignore it. 
10
1 Gamification Facts & Figures: www.enterprise-gamification.com 
2 Gartner, “Gartner Predicts Over 70 Percent of Global 2000 Organisations Will Have at Least One Gamified Application by 2014”, Nov 2012 
3 “Transform to the Power of Digital - Digital Transformation as a Driver of Corporate Performance”, Capgemini Consulting, 2011 
4 “Digital Transformation: A Roadmap for Billion-Dollar Organization”, Capgemini Consulting and MIT Center for Digital Business, 2011 
5 Gamification Facts & Figures: www.enterprise-gamification.com 
6 “The Role of Employee Engagement in the Return to Growth”, Businessweek 
7 Gamification Facts & Figures: www.enterprise-gamification.com 
8 Capgemini Consulting - MIT Center for Digital Business, “Digital Engagement”, 2013 
9 “Video Games Can Be Highly Effective Training Tools, Study Shows: Employees Learn More, Forget Less, Master More Skills”, Science Daily, October 2010 
10 Gamification Facts & Figures: www.enterprise-gamification.com 
11 “Gamification 101: The Psychology of Motivation”, Lithosphere, Science of Social Blog, March 2011 
12 “Gamify Your Workplace, Increase Quality Hires”, Talent Tornado, Feb 2012 
13 “Enterprise Gamification: The Gen Y Factor”, Bunchball Whitepaper, 2012 
14 “Generation Y in the Workforce: Managerial Challenges”, Austin State University, USA, June 2010 
15 “Gamification: Three Ways To Use Gaming For Recruiting, Training, and Health & Wellness”, Forbes, May 2012 
16 Gartner press release, Nov 2012: http://www.gartner.com/it/page.jsp?id=2251015 
17 Gamification Facts & Figures: www.enterprise-gamification.com 
18 Bala Iyer, “Understanding Gamification: From Commercial to Social”, Feb 2012 
References
Rightshore® is a trademark belonging to Capgemini 
Capgemini Consulting is the global strategy and transformation 
consulting organization of the Capgemini Group, specializing 
in advising and supporting enterprises in significant 
transformation, from innovative strategy to execution and with 
an unstinting focus on results. With the new digital economy 
creating significant disruptions and opportunities, our global 
team of over 3,600 talented individuals work with leading 
companies and governments to master Digital Transformation, 
drawing on our understanding of the digital economy and 
our leadership in business transformation and organizational 
change. 
Find out more at: 
http://www.capgemini-consulting.com/ 
With around 120,000 people in 40 countries, Capgemini is one 
of the world’s foremost providers of consulting, technology 
and outsourcing services. The Group reported 2011 global 
revenues of EUR 9.7 billion. Together with its clients, Capgemini 
creates and delivers business and technology solutions that 
fit their needs and drive the results they want. A deeply 
multicultural organization, Capgemini has developed its own 
way of working, the Collaborative Business ExperienceTM, and 
draws on Rightshore®, its worldwide delivery model. 
Learn more about us 
at www.capgemini.com. 
About Capgemini 
Capgemini Consulting is the strategy and transformation consulting brand of Capgemini Group. The information contained in this document is proprietary. 
© 2013 Capgemini. All rights reserved. 
Authors 
Maggie Buggie 
Vice President and Head of 
Digital Transformation Sales, UK 
maggie.buggie@capgemini.com 
Twitter: @maggiebuggie 
Pramod Appukuttan 
Managing Consultant, Digital 
Transformation & Business Analytics 
pramod.appukuttan@capgemini.com 
Digital Transformation Research Institute 
dtri.in@capgemini.com 
Australia 
Sheila Mistry 
shiela.mistry@capgemini.com 
Austria 
Ingrid Berndt 
iberndt@capgemini.com 
Belgium 
Peter Speleers 
peter.speleers@capgemini.com 
UK 
Maggie Buggie 
maggie.buggie@capgemini.com 
China 
Julien Bourdiniere 
julien.bourdiniere@capgemini.com 
US 
Barbara Spitzer 
barbara.spitzer@capgemini.com 
Finland 
Markus Kärki 
markus.karki@capgemini.com 
France 
Stephan Paolini 
stephan.paolini@capgemini.com 
Germany 
Stephan Wieneke 
stephan.wieneke@capgemini.com 
Imke Keicher 
imke.keicher@capgemini.com 
Netherland 
Jan Brouwer 
jan.brouwer@capgemini.com 
Norway 
Lars Fossli 
lars.fossli@capgemini.com 
Portugal 
Vanessa Loureiro 
vanessa.loureiro@capgemini.com 
For more information contact 
Jerome Buvat, Swati Nigam, Manik Seth and Subrahmanyam KVJ from the Digital Transformation Research Institute worked 
on this paper. 
The authors would also like to acknowledge the contributions of Dan Truman and Michael Welch.

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Let the games begin using game mechanics to drive digital transformation capgemini consulting - digital transformation

  • 1. Let the Games Begin Using Game Mechanics to Drive Digital Transformation
  • 2. Why Gamification Matters Now? 55% of companies surveyed cited company culture, particularly employee resistance to job changes, to be a major hurdle to digital transformation. A US insurance giant was struggling with inefficient claims processing leading to long turnaround times for its customers. It wanted to streamline its complex processes and used a gamified social innovation tool to draw ideas from its employees. The initiative saw self-driven participation without any attached reward component. The chance to collaborate on simplifying their workflow was the primary driving factor for the participants. The activity resulted in a new, simplified process, which saved the company $18 million a year and increased worker satisfaction.1 Over-hyped or duly justified, enterprise gamification — the application of game design techniques to a business setting in order to make tasks more fun and engaging — is garnering attention from business leaders, world over. Enterprise gamification is expected to exponentially increase over the next couple of years. Research indicates that by 2015, more than 40% of global 2000 organizations will have at least one application where gamification will be used.2 Gamification is an Enabler for Digital Transformation While organizations have ramped up their investments in digital tools and technologies, two-thirds of digital transformation projects fail mainly due to workforce behavioral issues.3 Our latest research with the MIT Center for Digital Business indicates that 55% of companies surveyed cited company culture, particularly employee resistance to job changes, to be a major hurdle to digital transformation (see Figure 1).4 We believe that enterprise gamification, when designed and implemented effectively, can help accelerate digital transformation by driving employee engagement and supporting change management. In this paper, we explore the building blocks of successful gamification and provide an outline for how organizations should approach gamification as part of their digital transformation.a Figure 1: Execution Challenges in Digital Transformation Note: Percentage of firms encountering gaps in skills, IT or culture as mentioned by their executives. Some firms are encountering more than one gap. Source: “Digital Transformation: A Roadmap for Billion Dollar Organizations”, Capgemini Consulting and MIT Center for Digital Business, 2011 77% 55% 50% Missing Skills Culture Issues Ineffective IT a Scope of this paper is limited to addressing the application of gamification for employee engagement; customer engagement is not covered in this paper. 2
  • 3. Gamification Helps Overcome Key Digital Transformation Hurdles Enterprise gamification drives positive outcomes in five key business areas: change management, employee engagement, employee training and learning, innovation and process efficiency (see Figure 2). Gamification Accelerates Change Management Gamification mimics elements of real-world business situations and makes it more engaging by giving real-time feedback and awards which help employees nimbly adapt to new processes, systems and business models. Higher employee engagement in game-like settings leads to lower resistance to change which helps in accelerating digital transformation. For instance, after installing a new event logging system for its salespeople, a mid-sized firm saw very poor adoption rates from its employees since the team was comfortable with the old system. In order to increase adoption, the company ran a week-long sales competition where every event logged would get a point and the employee with the highest points would get a $100 gift certificate to a local restaurant. During the week of the contest, the number of events logged shot up over 750% and four weeks after the contest was over, the number of events logged per week held steady at around 6x of earlier values due to effective behavioural change of the salespeople – a significant increase from the pre-contest results.5 Gamifying Processes Helps Drive Employee Engagement and Compliance Engaged employees often show higher productivity and are likely to be more loyal to the organization. Research reveals that engaged employees put forth 57% more effort and are 87% less likely to leave their company than employees who consider themselves disengaged.6 Clear rules of engagement, short-term achievable goals, accelerated feedback cycles and recognition of accomplishments in gamification helps drive employee engagement and motivation. This leads to successful transformation By 2015, 40% of global 1000 organizations will use gamification as the primary mechanism to transform business operations. Gamified processes at LiveOps Inc.’s call centers reduced call times by 15% and improved sales by 12%. programs and quantifiable business benefits. LiveOps Inc., which runs virtual call centers, offers a good example of using gamification to drive engagement and compliance. The company gamified its processes by converting them into a competition, in order to help improve the performance of its 20,000 call agents. It began awarding agents with virtual badges and points for tasks such as keeping calls brief and closing sales. Leaderboards allowed the agents to compare their achievements with their peers. Such gamified processes reduced call times by 15% and improved sales by 12%.7 Figure 2: Business Impact of Enterprise Gamification Source: Capgemini Consulting Analysis Enterprise Gamification Change Management Employee Training and Learning Innovation Process Efficiency Employee Engagement 3
  • 4. People trained on virtual games retain more facts, attain higher skill levels and retain information longer. Gamification Speeds up Employee Training and Learning Lack of requisite skills can be a significant impediment to digital transformation.8 Many firms have launched digital training programs to bridge this gap; for instance, Intel launched “iQ”, an employee-curated social media and learning platform. Gamifying digital training programs accelerates the learning Gamification of the On-Boarding Process at InMobi During their rapid expansion, InMobi, an Indian mobile advertising startup, increased their headcount by 10% each month. The HR team was not prepared to handle this growth, which resulted in several challenges such as on-boarding delays, unavailability of executives to deliver training sessions and lack of systems to track on-boarding progress. The firm partnered with a gamification company to leverage its learning platform to deliver new hire orientation as an online social game. The new hires learnt about different aspects of the company through a gamified experience in a team setting, with badges, points and prizes for top scorers. This approach proved to be effective, resulting in a more engaged and productive workforce within a shorter time frame than previously experienced. Source: Case study from Mindtickle – a firm providing companies with gamified learning solutions. 4 process. This is especially true for the technology-savvy Generation Y (Gen Y) workforce, which struggles to sit through lengthy, non-interactive presentations. A recent study found that trainees using video games had 11% higher factual knowledge levels, 14% higher skill-based knowledge levels and 9% higher retention rates compared to trainees within a passive learning environment.9
  • 5. 5 Research predicts that by 2015, more than 50% of organizations will gamify their innovation processes. Gamification Drives the Pace of Innovation Gamification helps create an environment that facilitates creativity, fosters peer collaboration in a fun, competitive environment and moves innovation out of a siloed structure. Innovation games are useful for problem solving and in shortening “time to revenue” through their ability to leverage crowd-sourcing. Crowd-sourcing new ideas through competition and reward-based systems are all applications of game mechanics and are already popular across organizations (see insert on UK DWP). Gamification Driving Innovation at the UK Department for Work and Pensions The UK Department for Work and Pensions (DWP) created a market game called “Idea Street” to decentralize its innovation process and to crowd-source ideas from across the organization. Game mechanics such as points, leader boards and a “buzz index” were used to motivate the employees. The ideas submitted not only earned points but also rank and social status within the community. Within the first 12 months, this exercise generated 1,400 ideas, 63 of which went forward for implementation. The employees thrived on the challenge of finding new solutions and getting recognized for it, while the organization is expected to save £20 million by 2014-2015. Source: Government Computing, “Gamification for the public good”, June 2011 Gamification Improves Process Efficiency Process redesign, digitization and streamlining play a critical role in an organization’s cost reduction strategy. Gamification helps drive these elements forward. For instance, Google reduced its travel expenditure by using game mechanics. Employees were given the option of saving the per diem amount provided for their business trips and using it towards another trip (which would have had no budget) or upgrade to a higher class or cash out a part of it. The initiative proved successful, resulting in over 90% compliance with the process.10 In the next section, we dig deeper into the psychological aspect of gamification and what makes it successful.
  • 6. Up until the recent past, enterprise gamification was perceived as an experimental activity. Gamification today however, has moved mainstream, as a result of increased research and enhanced understanding, thereby making it better suited for enterprise application. Another key factor in its growing popularity is the rise of the Gen Y demographic in the workforce and their affinity to game-like environments. Gamification Masks a Science beneath Badges and Awards Social games create an environment that is inherently engaging and competitive. Gaming mechanics incentivize humans through intrinsic motivators such as status, sense of achievement, sense of pride and through external motivators such as financial rewards, badges and promotions. B.J. Fogg, an experimental psychologist at Stanford University, USA developed the Fogg Behavior Model (FBM), in 2009, which shows that three factors need to be present to influence human behavior: motivation, ability and trigger (see Figure 3). Why Gamification Works Figure 3: Science of Gamification - The Fogg Behavior Model Source: Lithosphere, Science of Social Blog – “Gamification 101: The Psychology of Motivation” Willingness to participate Desire to engage - personal interest Perceived value of potential outcome Reflects individual’s skill, time and mental capacity to perform task Trigger to prompt target behavior It can be either explicit (directing the user to take action) or experiential MOTIVATION TRIGGER ABITLITY GAMIFICATION 6
  • 7. Gamification simultaneously utilizes all the three factors stated in Fogg’s behavior model, which positively influences human behavior and results in a successful gaming system.11 For instance, Target Corporation, a US-based retail giant, gamified its cashier checkout system (trigger) for driving behavioral change and process efficiency. Employees were scored based on the transaction’s speed and accuracy (ability). A feedback mechanism using visual and audio cues was built into the system as a way to create positive reinforcement (motivation). This resulted in increased job performance, reduced checkout times, and improved employee morale.12 Most enterprise gamification tools leverage Fogg’s three factors simultaneously in such a way that once connections are made with the players, the tools sustain these interactions, thereby promoting an environment that is both enjoyable and productive. Most enterprise gamification tools leverage Fogg’s three factors simultaneously in such a way that once connections are made with the players, the tools sustain these interactions, thereby promoting an environment that is both enjoyable and productive. Gamification Appeals to the Growing Younger Demographic in the Workforce Research indicates that Gen Y represents 25% of the current global workforce and their numbers are growing rapidly.13 A recent survey indicated that Gen Y employees expect their jobs to be social and fun, with clear goals to succeed, and which provide personal satisfaction. They want regular feedback on their performance and recognition for their work.14 Gamification creates new methods to reach out to the specific requirements of Gen Y employees. For instance, global hospitality major, Marriott Hotels used gamification as a recruitment tool. It launched the app My Marriott Hotel on Facebook for motivating potential Gen Y hires to participate in managing a virtual hotel restaurant. Players earned points for happy customers, lost points for poor service and won rewards when their operation turned a profit. Players with high scores were considered for next levels of the recruitment process.15 The concept of game mechanics resonates with the motivational requirements of the Gen Y workforce. Further, it also helps address potential skill gaps in large-scale digital transformation, accelerates the pace of change and shortens business cycles. In the next section, we discuss some of the common pitfalls of enterprise gamification that firms should keep in mind. The Fogg Behavior Model shows that three factors need to be present simultaneously to design effective Gamification – motivation, ability to complete a task and a timely trigger to act. 7
  • 8. Many firms are adopting gamification due to the current hype around it but most implementations lack thorough planning and understanding of the concept and its business application. It is estimated that by 2014, 80% of current gamified projects will fail due to poor design.16 There are multiple challenges in the implementation of Gamification. The most common issue is low adoption of the gamified platform due to poor game design and game fatigue. Excessive Focus on Extrinsic or Intrinsic Motivators Leads to Sub-Optimal Results Flawed game design causes many gamification implementations to fail. An excessive focus on extrinsic motivators (badges, points, or leader boards) rather than on more important intrinsic motivators (status, sense of achievement, and collaboration) results in poor game design. On the other hand, too much focus on intrinsic motivators, without any focus on rewards may not motivate all employees and can fail to achieve the intended results. Best results are seen when the game design efficiently balances both- external and intrinsic motivators. For instance, a professional services firm in the US gamified its internal communication process to help employees learn the names and faces of their 2,000 colleagues across the country. To encourage participation, a leaderboard was created, which failed to draw interest from employees as people did not bother to check their personal score. However, when teams were created, it triggered the intrinsic human motivational factor of collaboration and participation increased from 5% to 90%.17 Inability to Sustain User Interest Leads to Game Fatigue A well-designed gamification system aims to keep players engaged without getting prematurely bored (if too simple) or disillusioned (if too complex). User fatigue is a common issue associated with long-term use of gamification. Even with a well- According to Gartner, by 2014, 80% of current gamified projects will fail due to poor design. What are the Common Pitfalls to Effective Gamification? designed gamified application, it is not easy to sustain user interest over prolonged periods. Games that rely heavily on badges and points can lead to undesirable outcomes such as “loyalty backlash” or active disengagement when an employee realizes their behavior has been manipulated with no personal gain. Employees need to be constantly challenged to remain motivated. Introduction of enterprise gamification should be preceded by a clear long-term vision for employee engagement. This vision should be articulated clearly to ensure clarity of objective as well as drive participation from employees. 8
  • 9. What are the Key Success Factors for Enterprise Gamification? Enterprise gamification plays a crucial role in helping address the firm’s cultural and skill-based gaps for a successful digital transformation. Based on our experience, there are six distinct key success factors that determine the adoption/failure of gamified processes (see Figure 4). Identify a clear goal Gamification finds its application across multiple business areas-engagement, compliance, and learning. However, organizations should ideally pick only one goal at a time in order to achieve best results. Picking multiple focus areas for application of gamification dilutes the goal of a gamified environment. Define the user group upfront Understanding the behavior of the people performing the task, their skill levels and abilities, their intrinsic and extrinsic motivators and their triggers will aid in choosing the right game mechanics and keeping the players engaged. For instance, motivation and rewards for a group of senior research scientists would typically be different from those of call-center employees. Set up internal capabilities for gamification Gamification is more than just implementing a digital tool. It is a capability that requires significant investment in people (game designers, developers, and change managers), processes (methodology, performance) and technology (gaming platforms, analytics).18 Firms need to plan along these aspects and evaluate which capabilities need to be built in-house, which to partner for and identify people to champion the gamification initiative internally in order to effectively implement gamification. Figure 4: Key Success Factors for Enterprise Gamification Source: Capgemini Consulting Analysis Adopt an Iterative Approach Identify a Clear Goal Define the User Group Proactively Manage Game Completion Key Success Factors Continuously Measure and Adjust Set up Internal Capabilities 9
  • 10. Continuously measure and adjust Firms need to put in place the systems and processes to capture and accurately interpret gamification data. Measuring output from gamified applications is an ongoing effort and is needed to ensure continued relevance and to monitor and adjust gamification applications. Continuous measurement of results such as adoption rates, game abandonment stage, number of visits in a day, etc. provides insights into the efficacy of the gaming mechanics. This allows for real-time tweaking of gamification parameters (levels of complexity needed, collaboration, point systems, etc.) leading to higher success rates. This continuous measurement is also essential for periodic benchmarking against predefined performance parameters and for understanding ROI impact. Proactively manage game completion Each gamification initiative has its own shelf life but eventually engagement of the user group declines over time as “game fatigue” sets in. Good game mechanics design and continuous feedback help determine the optimal time for running the initiative. Subsequently, the completion should be managed proactively and quickly to prevent active disengagement or “loyalty backlash”. Adopt an iterative approach to gamification Initial failures in gamification are OK and should be embraced as learning experiences. Gamification is a complex area which needs customized game mechanics based on the goal and the user group. It is usually not possible to achieve the desired results in a one-shot manner, but requires an approach of constant feedback, adjustment and learning. Development of a culture of testing and iterative learning is key to the creation of a digitally-enabled enterprise. Enterprise gamification requires thorough planning, considerable investment and management commitment. By altering organization culture, gamification has the potential to change the overall employee experience. The scope of gamification, in an enterprise context, can indeed be vast – from recruitment right upto managing alumni networks. There are pitfalls to getting it right; however, the benefits clearly outweigh implementation challenges. We believe that gamification and digital transformation are a winning combination and firms cannot afford to ignore it. 10
  • 11. 1 Gamification Facts & Figures: www.enterprise-gamification.com 2 Gartner, “Gartner Predicts Over 70 Percent of Global 2000 Organisations Will Have at Least One Gamified Application by 2014”, Nov 2012 3 “Transform to the Power of Digital - Digital Transformation as a Driver of Corporate Performance”, Capgemini Consulting, 2011 4 “Digital Transformation: A Roadmap for Billion-Dollar Organization”, Capgemini Consulting and MIT Center for Digital Business, 2011 5 Gamification Facts & Figures: www.enterprise-gamification.com 6 “The Role of Employee Engagement in the Return to Growth”, Businessweek 7 Gamification Facts & Figures: www.enterprise-gamification.com 8 Capgemini Consulting - MIT Center for Digital Business, “Digital Engagement”, 2013 9 “Video Games Can Be Highly Effective Training Tools, Study Shows: Employees Learn More, Forget Less, Master More Skills”, Science Daily, October 2010 10 Gamification Facts & Figures: www.enterprise-gamification.com 11 “Gamification 101: The Psychology of Motivation”, Lithosphere, Science of Social Blog, March 2011 12 “Gamify Your Workplace, Increase Quality Hires”, Talent Tornado, Feb 2012 13 “Enterprise Gamification: The Gen Y Factor”, Bunchball Whitepaper, 2012 14 “Generation Y in the Workforce: Managerial Challenges”, Austin State University, USA, June 2010 15 “Gamification: Three Ways To Use Gaming For Recruiting, Training, and Health & Wellness”, Forbes, May 2012 16 Gartner press release, Nov 2012: http://www.gartner.com/it/page.jsp?id=2251015 17 Gamification Facts & Figures: www.enterprise-gamification.com 18 Bala Iyer, “Understanding Gamification: From Commercial to Social”, Feb 2012 References
  • 12. Rightshore® is a trademark belonging to Capgemini Capgemini Consulting is the global strategy and transformation consulting organization of the Capgemini Group, specializing in advising and supporting enterprises in significant transformation, from innovative strategy to execution and with an unstinting focus on results. With the new digital economy creating significant disruptions and opportunities, our global team of over 3,600 talented individuals work with leading companies and governments to master Digital Transformation, drawing on our understanding of the digital economy and our leadership in business transformation and organizational change. Find out more at: http://www.capgemini-consulting.com/ With around 120,000 people in 40 countries, Capgemini is one of the world’s foremost providers of consulting, technology and outsourcing services. The Group reported 2011 global revenues of EUR 9.7 billion. Together with its clients, Capgemini creates and delivers business and technology solutions that fit their needs and drive the results they want. A deeply multicultural organization, Capgemini has developed its own way of working, the Collaborative Business ExperienceTM, and draws on Rightshore®, its worldwide delivery model. Learn more about us at www.capgemini.com. About Capgemini Capgemini Consulting is the strategy and transformation consulting brand of Capgemini Group. The information contained in this document is proprietary. © 2013 Capgemini. All rights reserved. Authors Maggie Buggie Vice President and Head of Digital Transformation Sales, UK maggie.buggie@capgemini.com Twitter: @maggiebuggie Pramod Appukuttan Managing Consultant, Digital Transformation & Business Analytics pramod.appukuttan@capgemini.com Digital Transformation Research Institute dtri.in@capgemini.com Australia Sheila Mistry shiela.mistry@capgemini.com Austria Ingrid Berndt iberndt@capgemini.com Belgium Peter Speleers peter.speleers@capgemini.com UK Maggie Buggie maggie.buggie@capgemini.com China Julien Bourdiniere julien.bourdiniere@capgemini.com US Barbara Spitzer barbara.spitzer@capgemini.com Finland Markus Kärki markus.karki@capgemini.com France Stephan Paolini stephan.paolini@capgemini.com Germany Stephan Wieneke stephan.wieneke@capgemini.com Imke Keicher imke.keicher@capgemini.com Netherland Jan Brouwer jan.brouwer@capgemini.com Norway Lars Fossli lars.fossli@capgemini.com Portugal Vanessa Loureiro vanessa.loureiro@capgemini.com For more information contact Jerome Buvat, Swati Nigam, Manik Seth and Subrahmanyam KVJ from the Digital Transformation Research Institute worked on this paper. The authors would also like to acknowledge the contributions of Dan Truman and Michael Welch.