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Gamification and the Millennial 
Enterprise 
PMI National Conference – Hyderabad 
The entire contents of this document are subject to copyright with all rights reserved. All copyrightable text and graphics, the selection, arrangement and presentation 
of all information and the overall design of the document are the sole and exclusive property of Virtusa. 
Copyright © 2011 Virtusa Corporation. All rights reserved 
@MaduRatnayake
2 
1. 
2. 
3. 
4. 
5. 6. 
7. 8. 
9. 
10. 11. 12.
3 
The next generation is coming of age
4 
Millennial are taking over the workplace 
Millennials are 95 million strong across the world 
today and will comprise 75% of the global 
workforce by 2025. 
- Deloitte Millennial Survey, January 2014
5 
They are digitally savvy 
97% own a computer 
94% own a cellphone 
76% use instant messaging 
15% of IM users are logged on 24 hours a 
day/7 days a week 
34% use websites as their primary source of 
news 
28% author a blog and 44% read blogs 
75% of college students have a Facebook 
account 
60% own some type of portable music and/or 
video device such as an iPod
6 
…and different 
Loyalty vs 
Quest 
Meta-cultural 
Ease 
Healing the 
Planet 
Reward Mix 
Born 
Networkers 
Generation 
Jumpers 
• 45% want to stay 
with current 
employer 
• 58% looking for new 
challenges 
• 78% comfortable 
working with people with 
different cultural/ethnic 
backgrounds vs 27% for 
baby boomers 
• 47% say it’s very 
important that they 
are able to give 
back through their 
work 
• Changing values and 
new equations are in 
vogue 
• Having college they 
enjoys working with is a 
top motivator 
• 48% Gen Ys says it’s 
very important to 
have a network of 
friends at work 
• On average have 
220+ “friends” 
• 37% speaks to their 
parents everyday 
• 57% look to boomers 
for professional 
advice
Our workforce demography has changed with over 70% of Global 
Virtusans being Millennials 
7 
Gen X 
20% 
Gen Y 
76% 
Millennial shift is already here for Virtusa
8 
Our project stakeholder demands are now more focus on innovation, 
productivity and agility 
Engaged Customer 
Innovation 
Innovation 
Co-create 
Productivity Agility 
Productivity 
Agility 
Engaged Employee 
Engaged Employees & Engaged Customers in a symbiotic relationship to co-create 
business outcomes with Innovation, Agility and Productivity
9 
We focused on three key areas that would drive our Millennial 
Employees to meet our changing project needs 
1. Millennial 
User Experience 
2. Social Enable 
Core Processes 
3. Gamify 
Outcomes
1. V+ Millennial User Experience 
Create the Sunday night computing experience, Monday morning 
10 
TeamWiki 
Web 2.0 
Simple, Fast, Fun 
• Embrace the web 2.0 like experience 
• Not just a ‘web site’ but a way of 
working… 
• Platform social business for 
enablement 
• Co-create the experience
2. V+ Social Enable Core Processes 
Integrate Systems of Records and Systems of Engagement 
11 
• Lead not watch 
• Integrate platforms 
• Single Social Graph 
• Collaborate around 
work 
• Generate insights 
Systems of Records 
Systems of Engagement 
Infrastructure 
Social 
Web 
Hiring 
On Boarding 
Learning/Mentoring 
Performance 
Management 
Software 
Developme 
nt 
Sales 
IT Support 
Clients 
& 
Partners
Gamification: Engaging the Millennials 
12 
Games are a way of life for Millennials 
World-renowned game designer Jane 
McGonigal estimates that a 21-year-old 
has spent 10,000 hours gaming 
— about the same amount of time he's spent in 
school from 5th to 12th grade. 
50% of Innovation will be Gamified 
by 2015 - 
At Aetna we think gamification has 
the potential to help people 
improve their health by making it 
fun, rewarding and engaging. 
Dan Brostek, Head of Member 
and Consumer Engagement at Aetna 
With Virtusa V+ platform, we gamified several of our key business areas to 
drive engagement and innovation
3. V+ Gamify Outcome 
Gamification around core business outcomes to drive behavior 
1. Driving Revenue 
13 
• Leaderboard/Contests on Revenue, DSO, New 
Deals, Quota achievement etc. 
2. Driving Project Delivery 
• Personal Dashboards, Leaderboard/Contest on 
Quality, Productivity, Client Delight, 
Innovation, KM etc. 
3. Driving People Excellence 
• Leaderboard/Contests on Coaching, Teaching, 
Living Values, Referrals etc. 
Badges to recognize achievements & unpack high 
performance to model by others 
Leaderboards to drive competition, engagement and 
real time feedback
We are proud of the accolades we are getting for the innovative use 
of technology for Millennial Employee engagement at Virtusa 
14
Transform the way we work, learn, share and connect 
www.virtusa.com 
© 2011 All rights reserved. Virtusa and all other related logos are either registered trademarks or trademarks of Virtusa Corporation in the United States, the European Union, and/or India. All 
other company and service names are the property of their respective holders and may be registered trademarks or trademarks in the United States and/or other countries.

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Gamification and the Millennial Enterprise

  • 1. 2000 West Park Drive Westborough MA 01581 USA Phone: 508 389 7300 Fax: 508 366 9901 Gamification and the Millennial Enterprise PMI National Conference – Hyderabad The entire contents of this document are subject to copyright with all rights reserved. All copyrightable text and graphics, the selection, arrangement and presentation of all information and the overall design of the document are the sole and exclusive property of Virtusa. Copyright © 2011 Virtusa Corporation. All rights reserved @MaduRatnayake
  • 2. 2 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.
  • 3. 3 The next generation is coming of age
  • 4. 4 Millennial are taking over the workplace Millennials are 95 million strong across the world today and will comprise 75% of the global workforce by 2025. - Deloitte Millennial Survey, January 2014
  • 5. 5 They are digitally savvy 97% own a computer 94% own a cellphone 76% use instant messaging 15% of IM users are logged on 24 hours a day/7 days a week 34% use websites as their primary source of news 28% author a blog and 44% read blogs 75% of college students have a Facebook account 60% own some type of portable music and/or video device such as an iPod
  • 6. 6 …and different Loyalty vs Quest Meta-cultural Ease Healing the Planet Reward Mix Born Networkers Generation Jumpers • 45% want to stay with current employer • 58% looking for new challenges • 78% comfortable working with people with different cultural/ethnic backgrounds vs 27% for baby boomers • 47% say it’s very important that they are able to give back through their work • Changing values and new equations are in vogue • Having college they enjoys working with is a top motivator • 48% Gen Ys says it’s very important to have a network of friends at work • On average have 220+ “friends” • 37% speaks to their parents everyday • 57% look to boomers for professional advice
  • 7. Our workforce demography has changed with over 70% of Global Virtusans being Millennials 7 Gen X 20% Gen Y 76% Millennial shift is already here for Virtusa
  • 8. 8 Our project stakeholder demands are now more focus on innovation, productivity and agility Engaged Customer Innovation Innovation Co-create Productivity Agility Productivity Agility Engaged Employee Engaged Employees & Engaged Customers in a symbiotic relationship to co-create business outcomes with Innovation, Agility and Productivity
  • 9. 9 We focused on three key areas that would drive our Millennial Employees to meet our changing project needs 1. Millennial User Experience 2. Social Enable Core Processes 3. Gamify Outcomes
  • 10. 1. V+ Millennial User Experience Create the Sunday night computing experience, Monday morning 10 TeamWiki Web 2.0 Simple, Fast, Fun • Embrace the web 2.0 like experience • Not just a ‘web site’ but a way of working… • Platform social business for enablement • Co-create the experience
  • 11. 2. V+ Social Enable Core Processes Integrate Systems of Records and Systems of Engagement 11 • Lead not watch • Integrate platforms • Single Social Graph • Collaborate around work • Generate insights Systems of Records Systems of Engagement Infrastructure Social Web Hiring On Boarding Learning/Mentoring Performance Management Software Developme nt Sales IT Support Clients & Partners
  • 12. Gamification: Engaging the Millennials 12 Games are a way of life for Millennials World-renowned game designer Jane McGonigal estimates that a 21-year-old has spent 10,000 hours gaming — about the same amount of time he's spent in school from 5th to 12th grade. 50% of Innovation will be Gamified by 2015 - At Aetna we think gamification has the potential to help people improve their health by making it fun, rewarding and engaging. Dan Brostek, Head of Member and Consumer Engagement at Aetna With Virtusa V+ platform, we gamified several of our key business areas to drive engagement and innovation
  • 13. 3. V+ Gamify Outcome Gamification around core business outcomes to drive behavior 1. Driving Revenue 13 • Leaderboard/Contests on Revenue, DSO, New Deals, Quota achievement etc. 2. Driving Project Delivery • Personal Dashboards, Leaderboard/Contest on Quality, Productivity, Client Delight, Innovation, KM etc. 3. Driving People Excellence • Leaderboard/Contests on Coaching, Teaching, Living Values, Referrals etc. Badges to recognize achievements & unpack high performance to model by others Leaderboards to drive competition, engagement and real time feedback
  • 14. We are proud of the accolades we are getting for the innovative use of technology for Millennial Employee engagement at Virtusa 14
  • 15. Transform the way we work, learn, share and connect www.virtusa.com © 2011 All rights reserved. Virtusa and all other related logos are either registered trademarks or trademarks of Virtusa Corporation in the United States, the European Union, and/or India. All other company and service names are the property of their respective holders and may be registered trademarks or trademarks in the United States and/or other countries.