Part of the Challenge Series. Please contact Pomegranate Group if would like to know more about how gamification works, and to discuss what gamification could do for your business: 020 7336 7322 or http://www.pomegranate.co.uk/contact_us
China and the 8 Dragons – A primer for multinational corporations seeking a f...Infosys
Despite China making gigantic strides of progress, the outsider's view of that country's business environment is still dominated by exotic descriptions. The author, an Infosys Vice President and Building Tomorrow's Enterprise Expert – who has experienced China firsthand in the last five years – dispels many of the myths around China in what could be considered 'A primer for multinational corporations seeking a foothold in China'.
Since 2010, the word ‘Gamification’ has been making the rounds and is still one of the most misunderstood business terms. When the term ‘Gamification’ is brought up, most people think of it as some sort of a 'Game' with a beautiful UI, Levels, Mission and Multi Player system. Gamification is not a ‘Game Game’ but a more meaningful and powerful concept. Gamification is the use of Gaming Dynamics...more
Creating a feedback culture in the workplace is key to driving employee retention, engagement, and ultimately, the success of your business. Still, most organizations struggle to provide their people with the timely, ongoing insights they need to stay on track. In this session you'll learn about:
• The nature of these challenges and why they exist
• The simple, social behaviors that help overcome them
• Specific strategies you can use today to help get your people on track
Presentation also includes a bonus discussion around gamification!
Gamification: Pleasing the Human element at workSapna Patni
GAMIFICATION IS THE PROCESS OF USING GAME THINKING AND GAME MECHANICS TO SOLVE PROBLEMS AND ENGAGE USERS.
We have always engaged in Gamification right from school where marks, grades, certificates and results were equivalents to points, levels, badges and leader-boards respectively.
Gamification for Growth Hackers -theflyyFlyyx Tech
You have to ask some of these important questions before you start implementing gamification in your product —
Why is a user doing a particular action in the product?
Why do users return to use your product?
What do they care about?
Digging into intrinsic motivation will help in designing compelling experiences and avoid some common pitfalls of gamification.
You have to connect Points, Badges, Levels, Leaderboards, and other reputation/reward systems that you decide with the intrinsic motivation of your user.
Keep these learnings in mind and you will be able to create a powerful gamification system for your product.
Using Gamification to Build a Passionate and Quality-Driven Software Developm...Cognizant
Gamification techniques are increasingly playing a huge role in software development - to motivate team members, reduce the cost of quality, reward high achievers and more. We suggest you begin software gamifying with project management, innovation, the software-development training process and delivery.
Part of the Challenge Series. Please contact Pomegranate Group if would like to know more about how gamification works, and to discuss what gamification could do for your business: 020 7336 7322 or http://www.pomegranate.co.uk/contact_us
China and the 8 Dragons – A primer for multinational corporations seeking a f...Infosys
Despite China making gigantic strides of progress, the outsider's view of that country's business environment is still dominated by exotic descriptions. The author, an Infosys Vice President and Building Tomorrow's Enterprise Expert – who has experienced China firsthand in the last five years – dispels many of the myths around China in what could be considered 'A primer for multinational corporations seeking a foothold in China'.
Since 2010, the word ‘Gamification’ has been making the rounds and is still one of the most misunderstood business terms. When the term ‘Gamification’ is brought up, most people think of it as some sort of a 'Game' with a beautiful UI, Levels, Mission and Multi Player system. Gamification is not a ‘Game Game’ but a more meaningful and powerful concept. Gamification is the use of Gaming Dynamics...more
Creating a feedback culture in the workplace is key to driving employee retention, engagement, and ultimately, the success of your business. Still, most organizations struggle to provide their people with the timely, ongoing insights they need to stay on track. In this session you'll learn about:
• The nature of these challenges and why they exist
• The simple, social behaviors that help overcome them
• Specific strategies you can use today to help get your people on track
Presentation also includes a bonus discussion around gamification!
Gamification: Pleasing the Human element at workSapna Patni
GAMIFICATION IS THE PROCESS OF USING GAME THINKING AND GAME MECHANICS TO SOLVE PROBLEMS AND ENGAGE USERS.
We have always engaged in Gamification right from school where marks, grades, certificates and results were equivalents to points, levels, badges and leader-boards respectively.
Gamification for Growth Hackers -theflyyFlyyx Tech
You have to ask some of these important questions before you start implementing gamification in your product —
Why is a user doing a particular action in the product?
Why do users return to use your product?
What do they care about?
Digging into intrinsic motivation will help in designing compelling experiences and avoid some common pitfalls of gamification.
You have to connect Points, Badges, Levels, Leaderboards, and other reputation/reward systems that you decide with the intrinsic motivation of your user.
Keep these learnings in mind and you will be able to create a powerful gamification system for your product.
Using Gamification to Build a Passionate and Quality-Driven Software Developm...Cognizant
Gamification techniques are increasingly playing a huge role in software development - to motivate team members, reduce the cost of quality, reward high achievers and more. We suggest you begin software gamifying with project management, innovation, the software-development training process and delivery.
Gamification can greatly enhance companies' ability to meet their business goals, but they must first define their objective, identify the brand mission, determine gaming components and create an effective design.
Soccnx III - Measure, reward , enhance: leverage user adoption with gamificationLetsConnect
Speakers: Sasja Beerendonk
When implementing social software such as IBM Connections within your organisation you will find that user adoption is key to success. When confronted with social software that requires a different work manner and attitude employees often find themselves clueless how to get started. Using gamification you can guide your employees step-by-step into the right direction, and take them to a higher level of understanding and using the tool. Kudos Badges and Bunchball Level Up use gamification techniques to leverage adoption of IBM Connections. This presentation will outline how gamification can enhance employees' understanding of Connections and what it takes to collaborate in a social and open manner. Through points, badges, levels and leaderboards a user is guided in the right direction and becomes more engaged. What is gamification? What motivates us? How can gamification be used to leverage adoption of Connections so it can contribute to the organisation's business goals? How does Kudos or Bunchball work? From Maslow’s Need to Pink’s Drive you will understand the basic concepts of motivation that gamification uses. You will see a live demo on gamification for Connections.
The world of business is changing, so how can you train the most valuable asset of your business? How can you compete and win in today’s rapidly transforming marketplace?
Webinar: Driving greater sales performance through gamificationBluewolf
Thought leaders Brian Weimer of Bunchball and Natasha Oxenburgh of Bluewolf share practical tips and advice on how to get your employees engaged around the customer experience:
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The 10 Gamification Mechanics To Engage Your Employees and Transform Your Org...Matt Foster
Gamification might sound new and shiny…but the concept
has been around for Generations. In our experience
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Gamification—and over the following pages we’ll show
you just how they already appear in your everyday life.
this is simple proof that Gamification has the power to
engage us and influence our behavior.
it turns out you’re already a Gamification expert, and so
are your employees. that’s exactly why it can have such
a powerful impact on your organization.
Zamzee Case Study - How Gamification Boosted Kids’ Physical Activity by 59%Matt Foster
Zamzee is a social enterprise on a mission to help kids and their families make physical
activity a fun part of daily life. Originally developed by HopeLab, Zamzee is an activity
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so, help fight the sedentary behavior epidemic in the U.S., a key risk factor associated
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Bunchball’s Nitro gamification platform is a key part of the zamzee.com motivational
experience. Zamzee’s gamified website--optimized through a series of scientific studies
to initiate and sustain positive behavior change--allows kids to view their activity
levels, earn points for movement, achieve goals, select rewards and customize their
experience by designing their own avatar.
A six-month study showed that the Zamzee program increased physical activity in kids
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disease and diabetes.
Optimize Financial Processes and Systems for Better Business PerformanceMatt Foster
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Aligning financial processes and information across time dimensions to optimize business value
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2. Enterprise Gamification: The Gen Y Factor
How Businesses can use Gamification to Engage & Motivate Gen Y Employees
and, in the Process, Benefit Everyone.
The emergence of Generation Y, people born from the early eighties to mid-nineties, as a
demographic force is driving dramatic change in education, technology, media, and most
critically, at work. Gen Y makes up 25% of the workforce today, and their numbers are
growing rapidly.
These new entrants into the workforce expect even more from their work experience
than their Gen X and Baby Boomer counterparts, making it imperative that businesses
understand the unique characteristics of this group, and how to best engage and
motivate them.
In this white paper we’ll discuss the most salient characteristics of Gen Y for managers
to be aware of, in particular their affinity for games and social media. We will also show
how that knowledge can be used to design systems and processes that not only engage
and motivate Gen Y, but also better engage all employees.
Gen Y Employees Live Online
Gen Yers are digital natives. They live and breathe online: play, school, and now work.
They are accustomed to cutting edge technology & innovation at home, and expect the
same quality of technology in the workplace. They have been playing video games—
console, mobile, MMORPGs, social, and more—since childhood, and have thus been
immersed in the language and metaphors of gaming their entire lives.
In a recent 2011 study conducted by MTV, Gen Yers reported that a “game-like metaphor”
applied to almost every aspect of their life. More than half also reported that “People my
age see real life as a video game” and “#winning is the slogan of my generation”.
So in an effort to engage and motivate Gen Y, what are the characteristics of games that
deserve a place in the enterprise? Let’s look at three: Performance, Achievement, and
Social Interaction.
3. ENTERPRISE GAMIFICATION: The Gen Y Factor | 3
PERFORMANCE
Real-Time Feedback
What it is: What it means for the workplace:
In a game, anytime you take an action, you The current state of painful once-a-year perfor-
receive instant feedback. Positive feedback rein- mance reviews isn’t going to cut it.
forces good behavior, strategy and tactics, while
negative feedback enables you to learn quickly Businesses need systems and processes that en-
and adjust. able fast and meaningful feedback, accelerating
employees’ growth and learning.
Transparency
What it is: What it means for the workplace:
Games are statistical nirvana – players can always The number one question employees have is
see exactly where they stand and where every- “How am I doing?” They simply don’t know. They
one else stands. Progress can be tracked and don’t understand how performance is being mea-
communicated in real-time; both in the moment sured generally, or their performance specifically,
and over longer time periods. individually and relative to their peers.
Businesses need the ability to capture this data
and make it available to employees in an easily
digestible format.
Goal-setting
What it is: What it means for the workplace:
The whole purpose of a game is to have a goal According to studies by Professor Teresa Amabile
and to strive for it, such as “save the princess”, from the Harvard Business School, a sense of
often with sub-goals that provide small wins progress in meaningful work, however small, is
along the way, like “get to the next level”. critical in keeping people highly engaged. With
management often focused on the long-term
goals, the opportunity to provide small wins and
a daily sense of progress is often overlooked.
Businesses need a way to structure work as a
series of small wins to keep Gen Y employees
motivated and on the path toward long-term
success.
www.bunchball.com
4. ACHIEVEMENT
Badges
What it is: What it means for the workplace:
When you live your life online, you need a Understanding bench strength and the expertise
digital identity. A big part of that identity in of employees is crucial to a company’s ability to
the workplace is your skills, achievements, assemble great teams and execute against goals.
and reputation. Badges (aka Trophies or
Achievements) serve this purpose. They are Systems that enable an employee to earn
universally understood symbols that indicate rewards, self-assert skills, and validate the skills
mastery of skills and accomplishment. and abilities of others will be a competitive
advantage.
Leveling Up
What it is: What it means for the workplace:
While badges are indicators of specific accom- Studies predict that Gen Y will switch jobs fre-
plishments, levels are used as a shorthand way of quently, holding far more jobs over the course of
indicating long-term, sustained achievement and their lifetime than Generation X. When they walk
status. Reaching level 70 in World of Warcraft out the door, they take all the intellectual capital
means something to everyone who plays the that they’ve built.
game, which is that you have dedicated a certain
amount of time and energy to the game, and In order to mitigate this trend and keep Gen Y
achieved a certain amount of skill. Levels also employees engaged in the long arc of a career
serve to provide the player with intermediate trajectory, there need to be more small wins and
goals (small wins) in the long arc of a game. intermediate milestones along the way, and more
ways for them to earn status and respect among
their peer group and others.
On-boarding and Mastery
What it is: What it means for the workplace:
Rare is the game that drops you in with no Gen Y isn’t going to read the manual. Actually,
instruction on how to play. And it’s never “read let’s face it, no one is going to read the manual.
the manual” instruction—games have mastered CIOs and CTOs around the world are spending
the process of onboarding users—teaching them billions of dollars annually to implement
how to play from within the game itself. Players enterprise software solutions that are going to
get live experience at “doing”, coached along by fail to show ROI, solely because employees aren’t
the system, until they feel they have sufficient adopting them. People will spend hours playing
mastery to venture off on their own. The social games, but won’t spend minutes on anything
game Farmville is a great example—as simple that feels like training. Self-determination
as it looks, it has XP, Farm Coins, Farm Cash, theory (SDT), a well-respected theory of human
Ribbons, Levels, Planting, Harvesting, and more. motivation created by University of Rochester
If they dropped you into the game with a plot professors Edward Deci and Richard Ryan, would
of dirt and nothing else, you would have no idea tell us differently. According to SDT, the drive
what to do. But they don’t—they hold your hand to master new skills and feel competent is an
and teach you how to play, by actually playing. essential human motivator.
Businesses that can use the onboarding and mas-
tery techniques from games to drive employee
adoption, ongoing engagement, and increases
in employee performance & mastery, will see
benefits in both employee engagement and the
bottom line.
5. ENTERPRISE GAMIFICATION: The Gen Y Factor | 5
SOCIAL INTERACTION
Competition
What it is: What it means for the workplace:
Whether they’re competing with friends on an Competition is already used throughout corpo-
Xbox or people around the world in a virtual rate life, whether explicitly in sales organizations
world, games foster excellence and achievement or implicitly in employees competing for promo-
through competition. tions and raises. Currently, it’s executed manually
and often informally for the most part.
The key for businesses going forward will be to
create competition in a scalable, automated way
that can be used to drive repeatable results.
Teams
What it is: What it means for the workplace:
According to self-determination theory, people Gen Y lives on Facebook & Twitter. They are
have an innate need for relatedness (social con- clearly peer-oriented and driven by a desire for
nection), and as such love to compete and col- social connection.
laborate as part of teams. Team provide an op-
portunity to connect and bond with others “like” Businesses should use teams, both obvious
you, (even if the only similarity is that you’re on (project team, business unit) and not obvious
the same team), and work together as a cohesive (cross-business unit, cross-geography, random)
unit to accomplish goals and compete with other to drive competition, collaboration, networking
teams. At the same time, the peer pressure of and knowledge-sharing in the organization.
not wanting to let down your peers, or be seen
as the weakest link, can amplify behavior and
drive dramatic increases in individual and team
performance.
It’s clear that the language, metaphors, and concepts from games have a lot to offer
businesses seeking to engage and motivate not just Gen Y, but all employees. This is
where Gamification comes in.
Gamification is the application of characteristics from games into non-gaming contexts,
like work, in order to engage and motivate (see our earlier white paper “Gamification 101”).
It takes all of the concepts illustrated above, and integrates them into business activities
and processes, to reframe the way that employees experience the work. To be absolutely
clear, it is not about turning work into a game—expense reports don’t turn into Angry Birds
and lead generation doesn’t turn into Guitar Hero. It’s about framing work in the language
and metaphors of gaming, with the goal of engaging and motivating your employees.
This is a requirement for Gen Y but is effective for all demographics. The best way to
understand this is to look at some examples.
www.bunchball.com
6. Gamification in the Workplace
Microsoft Ribbon Hero: Onboarding/Mastery Application
Background: Microsoft Office is a complex suite
of software, and learning complex software can be
daunting. Office is a multi-billion dollar business
for Microsoft, so it is in their best interest for their
users (especially the Gen Y users, who have no
history with Office) to understand the breadth and
depth of functionality available in the software
suite. Otherwise, those same users might defect to
cheaper “good enough” alternatives like
Google Docs. How do you get people to learn
Microsoft Office without them feeling like they’re
being trained?
Description: Microsoft built Ribbon Hero 2 – an
application built directly into Microsoft Office
that uses gamification to motivate users to go through training without it feeling like training.
Users are playing a “game” and doing something productive at the same time, so they feel like
it’s a “win-win” situation. Ribbon Hero 2 takes users out of their normal “work mode” and puts
them in “explorer mode”, where it’s fun to discover new things, safe to fail, and where users
feel accomplishment for having completed something hard. Ribbon Hero 2 also encompasses
the entire Office Suite, so in order to play, users need to learn how to use all the products,
which reinforces the value of the entire suite as opposed to single applications.
Gamification Elements
• eal-time Feedback: Ribbon Hero 2 provides instantaneous visual and audible feedback on
R
your actions as you work through the various missions.
• Transparency: You can see your score and progress on the various challenges at any time.
• Goal Setting: There is a long-term goal (help Clippy get a job), as well as several short-term goals
(fix Clippy’s resume). The missions are split into several levels, themed by different eras in time.
• Badges: When you finish each mission, it is clearly marked as completed, with your score, on
the main pages of the application.
• Leveling Up: As you complete missions, your Skill Level increases.
• Onboarding Mastery: This application is all about Onboarding Mastery – exposing users to
key pieces of functionality and enabling them to master those pieces of functionality.
7. ENTERPRISE GAMIFICATION: The Gen Y Factor | 7
SAP Community Network: Community Recognition Reputation
Background: Enterprise software giant SAP’s
Community Network (SCN), a site for SAP customers,
partners, experts and developers to communicate,
share, network and collaborate, has over 2 million
members. There are 6,000 forum posts a day, and
more than 200,000 unique assets. With such a large
volume of people and content, how do you make the
true experts and influencers stand out?
Description: SAP built a Contributor Recognition
Program into SCN—users earn community points for
every contribution they make, which becomes an
indicator of status in the SCN community. Users only
need 250 points to reach the initial level of Bronze
Active Contributor, but then need to work to gain
recognition as a Top Contributor in their field of expertise.
Gamification Elements
• Transparency: Profile pages and leaderboards show how individuals and companies are doing
against each other. Individuals and teams are scored on the content that they have created,
which is maintained forever and accessible to anyone, so it’s easy to see and understand
everyone’s performance and abilities.
• Goal Setting: There are multiple types of goals within SCN – from leveling up as an overall
contributor to having specific pieces of content that you created reviewed highly by your
peers or by SAP’s moderators. The ultimate goal is to establish a reputation on the SCN site
that positively impacts your career.
• Competition: There is a very competitive element on the site. Businesses looking for SAP experts
use individual and company rankings on SCN to determine who they should talk to. Hiring
managers are looking for SCN points on resumes, and interviewing those candidates first.
• Badges: Badges indicate SCN mentors, SAP employees, and 4 different levels of Active
Contributors (Bronze, Silver, Gold, Platinum)
• Leveling Up: As you earn points, you move up the Active Contributor scale and gain more
status in the SCN community.
• Teams: Individuals can be part of their company’s team. Individual points then aggregate into a
company score, and there are company leaderboards to drive competition amongst companies.
A company’s position on the leaderboard is important enough that companies are adding SCN
points to the KPIs for their employees in their performance evaluations.
www.bunchball.com
8. Nitro for Salesforce: Salesforce Motivation
Background: For years, sales managers have been
using techniques like President’s Club, contests, spifs,
team competition and rewards to motivate their
sales professionals. The problem with these systems
is that they need to be managed manually, which
means that they’re often out of date and prone to
error. Also, because tracking for these programs
is often stored in a spreadsheet somewhere, it is
completely invisible to everyone on the sales team.
Ultimately the system becomes very difficult for the
sales manager to maintain and is largely ignored by
the sales professionals, thus undermining the overall
effectiveness of the program. How do you create a
sales incentive program that’s simple to manage and
successfully motivates sales professionals to sell more?
Description: Nitro for Salesforce leverages sales data and statistics that are already being stored online in
centralized systems like Salesforce.com. Instead of tracking and managing sales incentive programs manually,
Nitro for Salesforce automates everything within Salesforce.com, where it stays front and center with sales
people, to focus them on the activities and rewards that translate into improved bottom-line results.
Gamification Elements
• Real-time Feedback: Built into the application and provided via “toast”, in-browser notifications that
display at the moment when a user accomplishes something of note, like closing a deal.
• Transparency: Profile pages, news feeds, leaderboards and integration with Salesforce.com’s internal
social networking platform (Chatter), display and broadcast how individuals and teams are performing
and doing against each other.
• Goal Setting: The sales manager can create both long-term goals (close $1M in business) and short-
term goals (close $350K in business this quarter, close $75K in business this week). Certain goals
can be featured to ensure that employees are focused on them, and goals can be created for both
individuals and teams. Progress can be tracked toward all goals, and real-time feedback provides
small wins on the way to larger wins.
• Competition: Individuals compete on leaderboards for most points earned, biggest deal closed, and
highest % of quota. Teams also compete.
• Badges: Every goal that the sales manager creates has a corresponding badge that displays on the
user’s profile page. A notification that the badge has been earned is added to the user’s Chatter feed,
so that everyone following them can see it.
• Leveling Up: As you earn points, you level up, and that unlocks additional points and other benefits.
• Teams: Individuals can be part of one or more teams in different leagues, and teams compete against
each other on leaderboards. Teams can collaborate toward shared goals, which, if accomplished,
reward all the team members. Teammates can compete against each other to see who can contribute
the most to the team. Teams also have their own private discussion areas to plan strategy and tactics.
• Onboarding Mastery: Goals can be created in Nitro for Salesforce around specific product and
company training, as well as exploring and learning new features within Salesforce. They can also
be created around point-in-time events like Sales Kickoff meetings to drive engagement with
concentrated educational content.
9. ENTERPRISE GAMIFICATION: The Gen Y Factor | 9
Motivation for Everyone
Gen Y’s ascent in the workforce is driving rapid change, and Microsoft, SAP, and
Salesforce are just a sample of the companies that are integrating gamification, the
language, metaphors and characteristics from games, into their products and business
processes in order to engage and motivate not only their Gen Y employees, but everyone.
Gen Y and Gamification #forthewin.
RESOURCES:
Whitepaper: “Gamification 101” http://www.bunchball.com/gamification101
Whitepaper: “Tips from the Expert’s Playbook” http://www.bunchball.com/resources/tips-experts-playbook
Video: “Saatchi S Perspective: Rajat Paharia” http://www.bunchball.com/resources/saatchi-s-perspective-rajat-paharia-founder-
bunchball
Video: “Nitro for Salesforce” http://www.youtube.com/watch?v=LprAZKSnm4Q
Blog: www.gamification.com
Sources:
Herger, M. (2011, October 23). “SAP Community Network”. Retrieved from http://www.enterprise-gamification.com/index.php/
social-media/40-sap-community-network
Wikipedia. “Generation Y”. Retrieved from http://en.wikipedia.org/wiki/Generation_Y
Shore, N. (2011, December 12). “Millennials Are Playing With You”. Retrieved from http://blogs.hbr.org/cs/2011/12/millennials_are_
playing_with_y.html?utm_source=twitterfeedutm_medium=twitter
Amabile, T. and Kramer, S. (2011, December 27). “Start the New Year with Progress”. Retrieved from http://blogs.hbr.org/
hbsfaculty/2011/12/start-the-new-year-with-progre.html
Wikipedia. “Self-determination theory”. Retrieved from http://en.wikipedia.org/wiki/Self-determination_theory
www.bunchball.com