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10 Compelling Case Studies
Gamification in Employee Engagement
Prepared By
Manu Melwin Joy
Assistant Professor
SCMS School of Technology and Management
Kerala, India.
Phone – 9744551114
Mail – manu_melwinjoy@yahoo.com
Kindly restrict the use of slides for personal purpose.
Please seek permission to reproduce the same in public forms and presentations.
10 Compelling Case Studies
1. Plant Ville
2. Omnicare
3. Target stores
4. The Wikipedia Adventure
5. Blue Wolf
6. DWP Case Study
7. Kudos Badges
8. Loyalty One Case Study
9. Next Jump Case Study
10. Siemens Success story
PLANTVILLE
Gamification in Engagement
SIEMENS
• Plantville is an innovative,
educational and fun way for
Siemens to engage
customers, employees,
prospects, students and the
general public while driving
awareness of Siemens
technologies and brand.
SIEMENS
• The game enables players
to improve the health of
their plants by learning
about and applying
industrial and infrastructure
products and solutions
from Siemens.
SIEMENS
• Gamers will be measured
on a number of Key
Performance Indicators
(KPIs), including safety, on
time delivery, quality,
energy management and
employee satisfaction.
SIEMENS
• Throughout the game,
players will be able to
interact with Pete the Plant
Manager, whose plant has
just won the "Plant of the
Year" award.
SIEMENS
• Pete shares his best
practices throughout the
game to help players
achieve outstanding results
in plant performance.
SIEMENS
• He will use webisodes, the
Plantville Cafe, Puzzlers, and
Facebook, LinkedIn and
Twitter accounts to dialogue
with gamers, provide hints to
playing the game, and host a
leader board for contestants.
SIEMENS
• In Plantville, players can
select which of the three
virtual plants they would
like to manage first: – a
bottling plant, a vitamin
plant or a plant that builds
trains.
SIEMENS
• At the start of the game, each
type of plant is faced with
different challenges. The
players must identify the
challenges facing their plant
and implement solutions to
improve the plant's KPIs.
SIEMENS
• Gamers will compete with
one another on a number of
levels, including plant-to-
plant and on specific KPIs.
Pete's leader board will keep
track of which players are
performing the best on each
of the levels.
SIEMENS
• Gamers will compete with
one another on a number of
levels, including plant-to-
plant and on specific KPIs.
Pete's leader board will keep
track of which players are
performing the best on each
of the levels.
OMNICARE
Gamification in Employee Engagement
OMNICARE
• Omnicare is a more IT-
centric organization that
produces pharmacy
management software --a
kind of outsourced
helpdesk for pharmacies.
OMNICARE
• Omnicare was
experiencing long wait
times at its helpdesk.
OMNICARE
• The employees were
experienced and
knowledgeable about the
service. The company
wanted to gamify a
solution to improve
efficiency.
OMNICARE
• It started by adding a
leaderboard and showing
the reps the board. They
also issued cash rewards to
employees with the fastest
times on the floor.
OMNICARE
• However, the results weren't
what management
expected. Immediately wait
times increased and
employee turnover spiked;
people were quitting their
jobs and customer
satisfaction plummeted.
OMNICARE
• The difference here
versus the Target
example is that the
client didn't think about
what was motivating the
reps.
OMNICARE
• These helpdesk employees
were high tech and,
according to Zichermann,
felt like they already had a
sense of control over their
own life.
OMNICARE
• When Omnicare
introduced a scoring
system as it did, these
employees felt like Big
Brother was watching
them.
OMNICARE
• "To a Target cashier, it's
positive feedback to a
high-end helpdesk rep,
it's Big Brother," says
Zichermann.
OMNICARE
• So Omnicare iterated and
changed the design of the
system. Now instead of
being all about time and
motion, they set up a
series of achievements
that reps could reach.
OMNICARE
• The reps are given a
challenge at the beginning
of every shift. For example,
a helpdesk support analyst
might receive a note like
this at the beginning of
their shift.
OMNICARE
• "Today find three
customers who have a
specific problem with
billing and help them
with billing."
OMNICARE
• As they progress through
these series of challenges,
they are given short-term
rewards that are
achievement and
recognition oriented (non-
cash incentives).
OMNICARE
• "Time in their waiting
queue was halved,
customer satisfaction
went back up and
employee turnover was
down.
OMNICARE
• It's a very different design,
but with the same core
premise and with wildly
different results," says
Zichermann. The bottom-
line is that there is no one-
size-fits-all answer.
The Wikipedia Adventure
Gamification in Employee Engagement
The Wikipedia Adventure
• Wikipedia is the world’s most
popular online encyclopedia
and one of the most visited
sites on the web, but for
users, it also is known for
being complicated and
intimidating.
The Wikipedia Adventure
• As a result, the number of
volunteer editors has
dropped since 2007,
prompting the company to
develop “The Wikipedia
Adventure”.
The Wikipedia Adventure
• It is a seven-mission,
gamified interactive
onboarding tutorial to
teach people how to edit
Wikipedia in just a few
hours.
The Wikipedia Adventure
• The program takes the
user through a simulated
quest to edit an article,
meeting challenges
along the way.
The Wikipedia Adventure
• They can earn badges and
barnstars for personal
accomplishments such as
bringing a piece of content up
to a higher standard and
diligent copyediting. Users
can then display their badges
publicly.
The Wikipedia Adventure
• According to Jake Orlowitz,
administrator and editor at
Wikipedia, 89% of the
participants who complete the
game feel more confident as
editors, 77% want to edit more,
and they make 290% more edits
than non-participants.
Bluewolf Success Story
Gamification in HR
Prepared By
Manu Melwin Joy
Assistant Professor
SCMS School of Technology and Management
Kerala, India.
Phone – 9744551114
Mail – manu_melwinjoy@yahoo.com
Kindly restrict the use of slides for personal purpose.
Please seek permission to reproduce the same in public forms and presentations.
Bluewolf
• Bluewolf has employed
gamification as a method of
increasing employee
adoption and engagement,
and they developed our
own gamification program,
called PRIME, to drive user
behavior internally.
Bluewolf
• They awarded points for large
wins, like closing a deal or
speaking at a conference, and
smaller victories, like writing
a blog post (10 points!) or
sharing Bluewolf messaging
on social media.
Bluewolf
• By gamifying the process of
giving feedback, employees
are more likely to give formal
feedback to another user
inside of our HR platform
instead of just sharing it more
casually.
Bluewolf
• Bluewolf has always been eager
to give a big thank you to those
who step in and help deliver
amazing customer moments.
Now with PRIME, they are
encouraged to deliver that same
recognition via badges in Chatter.
Bluewolf
• From the everyday tasks, like adding
contact roles to an opportunity, to the
more involved, like sharing an amazing
customer story on our monthly
company-wide All Hands Call, employees
are always looking for ways to go above
and beyond in my day-to-day tasks,
driven by the thrill of a job well done —
and more points.
Target Stores Case Study
Gamification in Employee Engagement
Target Stores Case Study
• One of the most
classic examples of
gamification is
Target's approach.
Target Stores Case Study
• Being a cashier can
be a disconnected
job--the only time
you may get feedback
is when your drawer
count is off.
Target Stores Case Study
• But what Target has done
is engage employees by
encouraging them to get
in the flow when checking
out customers by making
it more game-like.
Target Stores Case Study
• Target stores have
implemented a little
game cashiers play
when checking people
out.
Target Stores Case Study
• It shows the cashier in
red and green based on
whether the item that
was just scanned was
done so in the optimum
time.
Target Stores Case Study
• Then they see their
immediate score on
screen and know how
"in-time" they are
with the ideal time.
Target Stores Case Study
• This, according to
Zichermann, illustrates a
great point--that
gamification isn't about
turning everything into a
game.
Target Stores Case Study
• It's about using the best
ideas from games, like
loyalty programs and
behavioral economics, to
drive the behavior that
businesses are looking for
in their employees.
Target Stores Case Study
• "The bias that people
have to win something is
how achievement-
oriented people tend to
view the world," says
Zichermann.
Target Stores Case Study
• People who are achievement-
oriented want some sort of pay-
off or prize, but people who
aren't as achievement- or
winning-oriented--which
according to Zichermann, is the
majority of people--are
rewarded through a feeling that
they control their own destiny.
Target Stores Case Study
• Before, as a cashier, you
didn't know how you were
doing. You just checked
people out and if you did
something wrong, your
boss would come and yell
at you.
Target Stores Case Study
• "The idea here is to bring
the feedback as close to the
action as possible and make
the feedback as
constructive and positive as
possible," says Zichermann.
DWP Case Study
Gamification in Employee Engagement
DWP Case Study
• The United Kingdom’s
Department of Work
and Pensions created
an application called
Idea Street.
DWP Case Study
• The purpose was to
increase employee
collaboration and
facilitate the sharing
of new project ideas.
DWP Case Study
• The satisfaction of
contributing ideas, getting
quick feedback, receiving
badges, and moving up on
the leaderboard has
motivated the department’s
employees to use the
application.
DWP Case Study
• Within the first 18
months, about 4,000
employees generated
1,400 new candidate
projects on Idea Street.
DWP Case Study
• From this, 63
projects have been
implemented by the
Department.
Kudos Badges
Gamification in Employee Engagement
Kudos Badges
• Kudos Badges are used by
the IBM Connections service.
As users gain likes of files
and information they share,
or as they approve and share
links to other files, they can
earn these badges.
Kudos Badges
• They are displayed with files,
and other stats users have,
and is a good competitive
but non-dramatic way to
promote heavy, diverse use
of the system for exterior
means and exterior ends.
Kudos Badges
• Kudos don’t incentivize
heavily, but they do seem
to work, which high Kudos
being a coveted stat on the
site.
Kudos Badges
• Connections continues as
another example, where it
implements a gamification
package. This is a new
concept, gamification
examples packages, and
Buncbhall’s Nitro is the one of
choice for Connections.
Kudos Badges
• It’s a mission-oriented
system where a user is
assigned missions, which
are simple and common
tasks that can be performed
in Connections itself.
Kudos Badges
• As missions are completed,
levels are earned, and the
standing of a user as an
expert in the community
will be higher.
Kudos Badges
• This earns them higher
regard and higher respect
from others, and gives
them a strong and
empowered identity within
the service.
LIVE OPS CASE STUDY
Gamification in Employee Engagement
LIVE OPS CASE STUDY
• Live Ops, a call center
outsourcing firm with more
than 20,000 independent
agents from across the
nation who work from
home.
LIVE OPS CASE STUDY
• It wanted to gamify its
employees’ activities in
order to engage them in
their work and decrease
their turnover rate.
LIVE OPS CASE STUDY
• Andre Bourque of Social
Media Today describes how
the employees interact with
their new gamified system.
LIVE OPS CASE STUDY
• Employees earned points
based on their speed in
completing customer
service calls, the number of
calls they take, and the level
of customer satisfaction
they receive.
LIVE OPS CASE STUDY
• The new program
experienced an 80%
adoption rate in the
first week!
LIVE OPS CASE STUDY
• Adopters outperformed
non-users by 23% in their
call metrics and their
length of employment
doubled the company’s
previous average.
Next Jump Case Study
Gamification in Employee Engagement
Next Jump Case Study
• NextJump, a provider of
loyalty and rewards
programs, wanted its
employees to be more
active in order to improve
their health and to lower
healthcare premium costs.
Next Jump Case Study
• So NextJump opened
a free office gym, but
only 5% of its
workforce was using it
on a regular basis.
Next Jump Case Study
• It then set up a contest
where the top 4-5 gym-
using employees had a
chance to split a
$20,000 prize.
Next Jump Case Study
• Then it established cross-
office, talent-balanced
teams and a live
leaderboard
application, FitRank, to
stimulate and track
competition.
Next Jump Case Study
• Also, it introduced
“WOWPoints” ─
virtual currency to
incent the behavior.
Next Jump Case Study
• This only led to
12% employee
participation.
Next Jump Case Study
• Now 80% of the
workforce exercises
there 2+ times per
week.
SIEMENS SUCCESSTORY
Gamification in Engagement
SIEMENS
• Plantville is an innovative,
educational and fun way for
Siemens to engage
customers, employees,
prospects, students and the
general public while driving
awareness of Siemens
technologies and brand.
SIEMENS
• The game enables players
to improve the health of
their plants by learning
about and applying
industrial and infrastructure
products and solutions
from Siemens.
SIEMENS
• Gamers will be measured
on a number of Key
Performance Indicators
(KPIs), including safety, on
time delivery, quality,
energy management and
employee satisfaction.
SIEMENS
• Throughout the game,
players will be able to
interact with Pete the Plant
Manager, whose plant has
just won the "Plant of the
Year" award.
SIEMENS
• Pete shares his best
practices throughout the
game to help players
achieve outstanding results
in plant performance.
SIEMENS
• He will use webisodes, the
Plantville Cafe, Puzzlers, and
Facebook, LinkedIn and
Twitter accounts to dialogue
with gamers, provide hints to
playing the game, and host a
leader board for contestants.
SIEMENS
• In Plantville, players can
select which of the three
virtual plants they would
like to manage first: – a
bottling plant, a vitamin
plant or a plant that builds
trains.
SIEMENS
• At the start of the game, each
type of plant is faced with
different challenges. The
players must identify the
challenges facing their plant
and implement solutions to
improve the plant's KPIs.
SIEMENS
• Gamers will compete with
one another on a number of
levels, including plant-to-
plant and on specific KPIs.
Pete's leader board will keep
track of which players are
performing the best on each
of the levels.
SIEMENS
• Gamers will compete with
one another on a number of
levels, including plant-to-
plant and on specific KPIs.
Pete's leader board will keep
track of which players are
performing the best on each
of the levels.
Gamification in employee engagement  - 10 compelling case studies - Manu Melwin Joy

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Gamification in employee engagement - 10 compelling case studies - Manu Melwin Joy

  • 1. 10 Compelling Case Studies Gamification in Employee Engagement
  • 2. Prepared By Manu Melwin Joy Assistant Professor SCMS School of Technology and Management Kerala, India. Phone – 9744551114 Mail – manu_melwinjoy@yahoo.com Kindly restrict the use of slides for personal purpose. Please seek permission to reproduce the same in public forms and presentations.
  • 3. 10 Compelling Case Studies 1. Plant Ville 2. Omnicare 3. Target stores 4. The Wikipedia Adventure 5. Blue Wolf 6. DWP Case Study 7. Kudos Badges 8. Loyalty One Case Study 9. Next Jump Case Study 10. Siemens Success story
  • 5. SIEMENS • Plantville is an innovative, educational and fun way for Siemens to engage customers, employees, prospects, students and the general public while driving awareness of Siemens technologies and brand.
  • 6.
  • 7. SIEMENS • The game enables players to improve the health of their plants by learning about and applying industrial and infrastructure products and solutions from Siemens.
  • 8.
  • 9. SIEMENS • Gamers will be measured on a number of Key Performance Indicators (KPIs), including safety, on time delivery, quality, energy management and employee satisfaction.
  • 10. SIEMENS • Throughout the game, players will be able to interact with Pete the Plant Manager, whose plant has just won the "Plant of the Year" award.
  • 11.
  • 12. SIEMENS • Pete shares his best practices throughout the game to help players achieve outstanding results in plant performance.
  • 13. SIEMENS • He will use webisodes, the Plantville Cafe, Puzzlers, and Facebook, LinkedIn and Twitter accounts to dialogue with gamers, provide hints to playing the game, and host a leader board for contestants.
  • 14.
  • 15. SIEMENS • In Plantville, players can select which of the three virtual plants they would like to manage first: – a bottling plant, a vitamin plant or a plant that builds trains.
  • 16. SIEMENS • At the start of the game, each type of plant is faced with different challenges. The players must identify the challenges facing their plant and implement solutions to improve the plant's KPIs.
  • 17. SIEMENS • Gamers will compete with one another on a number of levels, including plant-to- plant and on specific KPIs. Pete's leader board will keep track of which players are performing the best on each of the levels.
  • 18.
  • 19. SIEMENS • Gamers will compete with one another on a number of levels, including plant-to- plant and on specific KPIs. Pete's leader board will keep track of which players are performing the best on each of the levels.
  • 21. OMNICARE • Omnicare is a more IT- centric organization that produces pharmacy management software --a kind of outsourced helpdesk for pharmacies.
  • 22. OMNICARE • Omnicare was experiencing long wait times at its helpdesk.
  • 23. OMNICARE • The employees were experienced and knowledgeable about the service. The company wanted to gamify a solution to improve efficiency.
  • 24. OMNICARE • It started by adding a leaderboard and showing the reps the board. They also issued cash rewards to employees with the fastest times on the floor.
  • 25. OMNICARE • However, the results weren't what management expected. Immediately wait times increased and employee turnover spiked; people were quitting their jobs and customer satisfaction plummeted.
  • 26. OMNICARE • The difference here versus the Target example is that the client didn't think about what was motivating the reps.
  • 27. OMNICARE • These helpdesk employees were high tech and, according to Zichermann, felt like they already had a sense of control over their own life.
  • 28. OMNICARE • When Omnicare introduced a scoring system as it did, these employees felt like Big Brother was watching them.
  • 29. OMNICARE • "To a Target cashier, it's positive feedback to a high-end helpdesk rep, it's Big Brother," says Zichermann.
  • 30. OMNICARE • So Omnicare iterated and changed the design of the system. Now instead of being all about time and motion, they set up a series of achievements that reps could reach.
  • 31. OMNICARE • The reps are given a challenge at the beginning of every shift. For example, a helpdesk support analyst might receive a note like this at the beginning of their shift.
  • 32. OMNICARE • "Today find three customers who have a specific problem with billing and help them with billing."
  • 33. OMNICARE • As they progress through these series of challenges, they are given short-term rewards that are achievement and recognition oriented (non- cash incentives).
  • 34. OMNICARE • "Time in their waiting queue was halved, customer satisfaction went back up and employee turnover was down.
  • 35. OMNICARE • It's a very different design, but with the same core premise and with wildly different results," says Zichermann. The bottom- line is that there is no one- size-fits-all answer.
  • 36. The Wikipedia Adventure Gamification in Employee Engagement
  • 37. The Wikipedia Adventure • Wikipedia is the world’s most popular online encyclopedia and one of the most visited sites on the web, but for users, it also is known for being complicated and intimidating.
  • 38. The Wikipedia Adventure • As a result, the number of volunteer editors has dropped since 2007, prompting the company to develop “The Wikipedia Adventure”.
  • 39.
  • 40. The Wikipedia Adventure • It is a seven-mission, gamified interactive onboarding tutorial to teach people how to edit Wikipedia in just a few hours.
  • 41.
  • 42. The Wikipedia Adventure • The program takes the user through a simulated quest to edit an article, meeting challenges along the way.
  • 43.
  • 44. The Wikipedia Adventure • They can earn badges and barnstars for personal accomplishments such as bringing a piece of content up to a higher standard and diligent copyediting. Users can then display their badges publicly.
  • 45. The Wikipedia Adventure • According to Jake Orlowitz, administrator and editor at Wikipedia, 89% of the participants who complete the game feel more confident as editors, 77% want to edit more, and they make 290% more edits than non-participants.
  • 47. Prepared By Manu Melwin Joy Assistant Professor SCMS School of Technology and Management Kerala, India. Phone – 9744551114 Mail – manu_melwinjoy@yahoo.com Kindly restrict the use of slides for personal purpose. Please seek permission to reproduce the same in public forms and presentations.
  • 48. Bluewolf • Bluewolf has employed gamification as a method of increasing employee adoption and engagement, and they developed our own gamification program, called PRIME, to drive user behavior internally.
  • 49. Bluewolf • They awarded points for large wins, like closing a deal or speaking at a conference, and smaller victories, like writing a blog post (10 points!) or sharing Bluewolf messaging on social media.
  • 50.
  • 51. Bluewolf • By gamifying the process of giving feedback, employees are more likely to give formal feedback to another user inside of our HR platform instead of just sharing it more casually.
  • 52. Bluewolf • Bluewolf has always been eager to give a big thank you to those who step in and help deliver amazing customer moments. Now with PRIME, they are encouraged to deliver that same recognition via badges in Chatter.
  • 53.
  • 54. Bluewolf • From the everyday tasks, like adding contact roles to an opportunity, to the more involved, like sharing an amazing customer story on our monthly company-wide All Hands Call, employees are always looking for ways to go above and beyond in my day-to-day tasks, driven by the thrill of a job well done — and more points.
  • 55.
  • 56. Target Stores Case Study Gamification in Employee Engagement
  • 57. Target Stores Case Study • One of the most classic examples of gamification is Target's approach.
  • 58. Target Stores Case Study • Being a cashier can be a disconnected job--the only time you may get feedback is when your drawer count is off.
  • 59. Target Stores Case Study • But what Target has done is engage employees by encouraging them to get in the flow when checking out customers by making it more game-like.
  • 60. Target Stores Case Study • Target stores have implemented a little game cashiers play when checking people out.
  • 61. Target Stores Case Study • It shows the cashier in red and green based on whether the item that was just scanned was done so in the optimum time.
  • 62. Target Stores Case Study • Then they see their immediate score on screen and know how "in-time" they are with the ideal time.
  • 63. Target Stores Case Study • This, according to Zichermann, illustrates a great point--that gamification isn't about turning everything into a game.
  • 64. Target Stores Case Study • It's about using the best ideas from games, like loyalty programs and behavioral economics, to drive the behavior that businesses are looking for in their employees.
  • 65. Target Stores Case Study • "The bias that people have to win something is how achievement- oriented people tend to view the world," says Zichermann.
  • 66. Target Stores Case Study • People who are achievement- oriented want some sort of pay- off or prize, but people who aren't as achievement- or winning-oriented--which according to Zichermann, is the majority of people--are rewarded through a feeling that they control their own destiny.
  • 67. Target Stores Case Study • Before, as a cashier, you didn't know how you were doing. You just checked people out and if you did something wrong, your boss would come and yell at you.
  • 68. Target Stores Case Study • "The idea here is to bring the feedback as close to the action as possible and make the feedback as constructive and positive as possible," says Zichermann.
  • 69. DWP Case Study Gamification in Employee Engagement
  • 70. DWP Case Study • The United Kingdom’s Department of Work and Pensions created an application called Idea Street.
  • 71.
  • 72. DWP Case Study • The purpose was to increase employee collaboration and facilitate the sharing of new project ideas.
  • 73.
  • 74. DWP Case Study • The satisfaction of contributing ideas, getting quick feedback, receiving badges, and moving up on the leaderboard has motivated the department’s employees to use the application.
  • 75. DWP Case Study • Within the first 18 months, about 4,000 employees generated 1,400 new candidate projects on Idea Street.
  • 76. DWP Case Study • From this, 63 projects have been implemented by the Department.
  • 77. Kudos Badges Gamification in Employee Engagement
  • 78. Kudos Badges • Kudos Badges are used by the IBM Connections service. As users gain likes of files and information they share, or as they approve and share links to other files, they can earn these badges.
  • 79. Kudos Badges • They are displayed with files, and other stats users have, and is a good competitive but non-dramatic way to promote heavy, diverse use of the system for exterior means and exterior ends.
  • 80. Kudos Badges • Kudos don’t incentivize heavily, but they do seem to work, which high Kudos being a coveted stat on the site.
  • 81. Kudos Badges • Connections continues as another example, where it implements a gamification package. This is a new concept, gamification examples packages, and Buncbhall’s Nitro is the one of choice for Connections.
  • 82. Kudos Badges • It’s a mission-oriented system where a user is assigned missions, which are simple and common tasks that can be performed in Connections itself.
  • 83. Kudos Badges • As missions are completed, levels are earned, and the standing of a user as an expert in the community will be higher.
  • 84. Kudos Badges • This earns them higher regard and higher respect from others, and gives them a strong and empowered identity within the service.
  • 85. LIVE OPS CASE STUDY Gamification in Employee Engagement
  • 86. LIVE OPS CASE STUDY • Live Ops, a call center outsourcing firm with more than 20,000 independent agents from across the nation who work from home.
  • 87.
  • 88. LIVE OPS CASE STUDY • It wanted to gamify its employees’ activities in order to engage them in their work and decrease their turnover rate.
  • 89. LIVE OPS CASE STUDY • Andre Bourque of Social Media Today describes how the employees interact with their new gamified system.
  • 90. LIVE OPS CASE STUDY • Employees earned points based on their speed in completing customer service calls, the number of calls they take, and the level of customer satisfaction they receive.
  • 91. LIVE OPS CASE STUDY • The new program experienced an 80% adoption rate in the first week!
  • 92. LIVE OPS CASE STUDY • Adopters outperformed non-users by 23% in their call metrics and their length of employment doubled the company’s previous average.
  • 93. Next Jump Case Study Gamification in Employee Engagement
  • 94. Next Jump Case Study • NextJump, a provider of loyalty and rewards programs, wanted its employees to be more active in order to improve their health and to lower healthcare premium costs.
  • 95. Next Jump Case Study • So NextJump opened a free office gym, but only 5% of its workforce was using it on a regular basis.
  • 96. Next Jump Case Study • It then set up a contest where the top 4-5 gym- using employees had a chance to split a $20,000 prize.
  • 97. Next Jump Case Study • Then it established cross- office, talent-balanced teams and a live leaderboard application, FitRank, to stimulate and track competition.
  • 98.
  • 99. Next Jump Case Study • Also, it introduced “WOWPoints” ─ virtual currency to incent the behavior.
  • 100.
  • 101. Next Jump Case Study • This only led to 12% employee participation.
  • 102. Next Jump Case Study • Now 80% of the workforce exercises there 2+ times per week.
  • 103.
  • 105. SIEMENS • Plantville is an innovative, educational and fun way for Siemens to engage customers, employees, prospects, students and the general public while driving awareness of Siemens technologies and brand.
  • 106.
  • 107. SIEMENS • The game enables players to improve the health of their plants by learning about and applying industrial and infrastructure products and solutions from Siemens.
  • 108.
  • 109. SIEMENS • Gamers will be measured on a number of Key Performance Indicators (KPIs), including safety, on time delivery, quality, energy management and employee satisfaction.
  • 110. SIEMENS • Throughout the game, players will be able to interact with Pete the Plant Manager, whose plant has just won the "Plant of the Year" award.
  • 111.
  • 112. SIEMENS • Pete shares his best practices throughout the game to help players achieve outstanding results in plant performance.
  • 113. SIEMENS • He will use webisodes, the Plantville Cafe, Puzzlers, and Facebook, LinkedIn and Twitter accounts to dialogue with gamers, provide hints to playing the game, and host a leader board for contestants.
  • 114.
  • 115. SIEMENS • In Plantville, players can select which of the three virtual plants they would like to manage first: – a bottling plant, a vitamin plant or a plant that builds trains.
  • 116. SIEMENS • At the start of the game, each type of plant is faced with different challenges. The players must identify the challenges facing their plant and implement solutions to improve the plant's KPIs.
  • 117. SIEMENS • Gamers will compete with one another on a number of levels, including plant-to- plant and on specific KPIs. Pete's leader board will keep track of which players are performing the best on each of the levels.
  • 118.
  • 119. SIEMENS • Gamers will compete with one another on a number of levels, including plant-to- plant and on specific KPIs. Pete's leader board will keep track of which players are performing the best on each of the levels.