12. Where’s the motivation ?
Aberdeen Research2012
Performance
acknowledgement
Competition
within the team
Development of
new skills
Promotion
opportunities
Financial
incentives
Engagement in
companyculture
relatedactivities
60%
50%
40%
30%
20%
10%
0
57%
35%
21%
18%
15% 15%
Core Value
13. Check this out...
65%Absorb more content when
they play or interact with
a dynamic platform.
Gartner, 2015
Deloitte, 2015
13%of employees are
actually engaged.
Only
By 2025, 75%
of the workforce will be composed of
millennials, a generation full of
potential and expectations but
resistant to old methods and
hierarchies.
!
14. Game elements
and concepts dynamics
mechanics
elements
Progression, lore,
restrictions,
behavior
Challenges, rewards, stages,
co-op, transactions,
competition
Acknowledgements, medals,
trophies, levels, points,
gifts, ranking, graphs
17. Evolution
in several areas
with R&D
Microlearning
Artificial
Intelligence
Natural
Language
Big Data
Mobile learning
Virtual Reality
Augmented
Reality
Analytics
Blockchain
in partnership with
R&D
20
professionals
19. Increase of
18in sales
%
We make a difference
success case
We havesomemetersand accordingto the
result we canseewhat he needsto improve.
With this, we were ableto increase salesin
São Pauloby 18%, for example.
News on Rede Globo,
the largest television
media group in
Brazil .
Mamede Chain,
owner of Todeschini
20. We make a difference
36
among the top
performers%(Increase of 11%
in operators
performance)
success case
Watch the
full video
"Wehad a much better
result of efficiency,
receipt, payment"
Rafael Ferreira
Call Center Operator
"Since the beginning of
the implementation of
the gamified platform, a
great competitiveness
has started among the
team."
Adriel Faria
Director
"The challenge was
that in three months
we had the best
results of our group
and that happened"
Priscila Diorio
Manager
21. We don't stop playing because
we get older, but we get older
because we stop playing.
Oliver Wendell Holmes
“
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