A recent survey shows that the use of
Gamification in human resources is useful for 85%
of Italian companies
44%
43%
affirms that it stimulates
the creativity and
involvement of
employees and
candidates
because it introduces
a new way of living
work
85%
Source Randstad - HR Trends and Salary Report 2017
What is
Gamification?
Gamification is the use of elements
( p o i n t s , b a d g e s , a w a r d s a n d
leaderboards, etc.) and mechanics
typical of games, in context external
to games.
The purpose of Gamification is to stimulate
participation, engagement and loyalty,
 by activating motivational levers such as
recognition, emulation, security, sociability,
intellectual stimulation.
Encouraging competition and achieving
results, the use of Gamification can be a
winning tool to increase employees and
in particular sales force’s productivity.
󰀁4
Gamification’s scope is to BUILD motivational
LEVERS to define a model of digital
involvement.
It can be used to add value to your products,
to foster relationships by changing habits, to
foster skills development and to drive
innovation.
Gamification’s recipients can be employees,
customers or communities of interest.
The magic
word?
Motivation
`
󰀁5
Which are
Gamification’s
real
advantages?
Gamification is able to support all
t h e r e c r u i t m e n t p h a s e s ,
encourages and improves the
g e n e r a l i n v o l v e m e n t o f
employees and simplifies the
training-on-the-job.
With Gamification every HR
manager will be able to:
• Evaluate the candidates’ real skills,
resulting in a more objective and reliable
judgement
• Reduce operating costs, thanks to the
use of an automated and carefully
studied skimming
• Stimulate informal learning, offering
the training contents in an innovative and
fun way
• Improve the performance of employees
and sales team
󰀁6
Gamification
is a
strategic tool
to stimulate creativity, involvement and
motivation of employees and to get in
touch with “Millenials", an increasingly
important target for HR management.
• Encourage the use of a company
management software making
repetitive behaviors fun
• Increase participation rates and users
engagement
• Create a sense of belonging to the
company and/or community
• Leverage on employees’ motivation
and participation to achieve business
goals in any area and sector
And moreover he will:
󰀁7
01 POINTS
IMMEDIATE awards that are obtained from the commitment to
behave as desired
03 BADGE Emblems that identify the execution of specific activities
04 LEADERBOARDS
They are used to represent the participants and their
position within the competition
02 PROGRESSION Graphical representation of user progress as they complete tasks
Elements for a game design project
CASE STUDY
MULTIPOLY
ASPIRE
LEADERSHIP ACADEMY
IDEA STREET
PEP BOYS
OBJECTIVES
Offer candidates an alternative to virtually
test the willingness to work in the
company by forming teams.
But how? Through a game that allows
candidates to see how they are ready to work
in PwC, collaborating in teams and presenting
business problems similar to those they might
encounter at work.
RESULTS
Candidates who used the app before the
selection obtained a better evaluation by
the recruiter.
In addition, new hires, have faced the path of
business integration finding less difficulties
and completing them in a shorter time.
Multipoly is a
gamification App
used by PwC, a
company that
provides
professional audit
services, legal and
tax advice to
companies.
MULTIPOLY
HR - Recruitment
OBJECTIVES
Cisco has invested in a global training
program to improve the skills and social
presence of his employees.
But how? Relying on particular recreational-
training paths, designed by degrees and to
adapt better to previous knowledge and the
objectives of individuals.
ASPIRE
HR - Training
RESULTS
Since they have used the logics of
Gamification, over 650 employees have
achieved more than 13,000 certifications in
the field of social media.
Aspire is a training
program used by
Cisco, a
multinational
company
specialized in
networking
equipments
supply.
OBJECTIVES
To entice their employees and customers
to participate and complete the planned
training programs.
But how? Inserting in the training programs
dedicated to each one a virtual academy
made of levels, objectives and awards to be
reached and shared with colleagues and
LinkedIn circles.
LEADERSHIP ACADEMY
HR - Training
RESULTS
The average time to complete the training
curriculum decreased by 50% and the
program recorded a 46.6% increase in the
number of users returning daily to the site.
Leadership
Academy is a
platform
implemented by
Deloitte, a
consulting and
auditing services
company, the first
in the world in
terms of revenues
and number of
professionals.
OBJECTIVES
Promote the circulation of new ideas
among the agency’s employees so as to
ensure a continuous collaboration of ideas
that can be implemented.
But how? By inserting gaming mechanics like
virtual coins, points, rankings, communities to
make the creation and sharing process more
fun.
IDEA STREET
HR - Employee involvement
RESULTS
After the first months of life, saw the
approval of 4000 workers, the birth of 1400
i d e a s a n d 6 3 o f t h e s e h a v e b e e n
implemented in practice in the Department.
Thanks to these projects, the company has
saved 20 million pounds between 2014 and
2015.
Idea Street is a
gamification
platform created
by DWP, the
English
Department for
Work and
Pensions, to
stimulate the
creativity of entire
resources and to
use their know-
how to make
them feel truly
part of the
company.
OBJECTIVES
Reduce accidents at work, dispersion in
the warehouse and align employees to
procedures.
But how? Introducing a platform that daily
requires employees to answer quizzes related
to risk, loss prevention, safety and operational
policies and procedures.
PEP BOYS
HR - Training
RESULTS
The voluntary participation rate reached
95%; Accidents at work decreased by 45%;
the warehouse dispersion rate decreased
by 55% (fewer administrative errors, personnel
theft, criminal theft ...).
Pep Boys is an
American chain
with over 700
stores and 19,000
employees that
sells wholesale
auto parts and
accessories.
A company with
over 2 billion
dollars that uses
Gamification to
exceed some
critical issues.
Track & Reward actions wherever they happen.
What is it?
Playoff is a powerful and innovative
Gamification platform that helps you
to introduce easily competition,
rewards, progress bars, incentives and
leaderboards in all the projects in which
you need to engage and motivate your
users.
Playoff aims to empower people to use
gamification as an effective strategic
tool by breaking down the technical
barriers that often hinder the adoption of
gamification.
Who is using the platform?Thanks to its agnostic
nature Playoff’s target
audience is global. Medium
and Large Enterprises use
Playoff as a strategic tool
t o i n t r o d u c e a n
engagement strategy in all
their projects, both for
employees and customers.
The use case scenarios are primarily in the HR solutions
that increase the employee engagement in companies
ranging from a small to an enterprise level company,
customer engagement with the loyalty programs on
websites or app and in the field of employer training
within insurance companies.
Playoff provides an ideal solution also for Small
Companies that need to introduce a gamification
strategy into their systems (app, website, software) but
don’t have the time to have their own team of
developers build a gamification platform from the
ground up.
How does it work?
`
Playoff lets you fine tune your engagement strategy
without deploying a single line of code.
Thanks to its REST API, Playoff can be easily
integrated with almost any existing software,
platform or mobile app.
If you have an existing software or process that you
would like to add a layer of gamification to and you
don’t have the time to have your own team of
developers look into it, then Playoff provides an ideal
solution.
Playoff allows you to construct your gamification
experience tailored to your business process.
It gives you immense flexibility and power to design,
prototype and revise your game design over time.
See Playoff in action
No credit card required
TRUSTED BY
You’re in good company
“"We boosted engagement both in
B2C and internal processes. I really
appreciated its agnostic nature.””
M. Pillitu, IT Architect, Generali
Insurance
“Complete, powerful and effective.
Perfect for Gamifying Enterprise
Intranet.”
G. Celentano, Technical Manager,
Teorema IT Company
Playoff
www.getplayoff.com
https://www.getplayoff.com/blog/en
Follow us:
This is the real secret of life: to be
completely engaged with what you are
doing in the here and now, and instead
of calling it "work," realize that this is
play.
Alan W. Watts
“

The Power of Gamification in HR

  • 2.
    A recent surveyshows that the use of Gamification in human resources is useful for 85% of Italian companies 44% 43% affirms that it stimulates the creativity and involvement of employees and candidates because it introduces a new way of living work 85% Source Randstad - HR Trends and Salary Report 2017
  • 3.
    What is Gamification? Gamification isthe use of elements ( p o i n t s , b a d g e s , a w a r d s a n d leaderboards, etc.) and mechanics typical of games, in context external to games. The purpose of Gamification is to stimulate participation, engagement and loyalty,  by activating motivational levers such as recognition, emulation, security, sociability, intellectual stimulation. Encouraging competition and achieving results, the use of Gamification can be a winning tool to increase employees and in particular sales force’s productivity.
  • 4.
    󰀁4 Gamification’s scope isto BUILD motivational LEVERS to define a model of digital involvement. It can be used to add value to your products, to foster relationships by changing habits, to foster skills development and to drive innovation. Gamification’s recipients can be employees, customers or communities of interest. The magic word? Motivation `
  • 5.
    󰀁5 Which are Gamification’s real advantages? Gamification isable to support all t h e r e c r u i t m e n t p h a s e s , encourages and improves the g e n e r a l i n v o l v e m e n t o f employees and simplifies the training-on-the-job. With Gamification every HR manager will be able to: • Evaluate the candidates’ real skills, resulting in a more objective and reliable judgement • Reduce operating costs, thanks to the use of an automated and carefully studied skimming • Stimulate informal learning, offering the training contents in an innovative and fun way • Improve the performance of employees and sales team
  • 6.
    󰀁6 Gamification is a strategic tool tostimulate creativity, involvement and motivation of employees and to get in touch with “Millenials", an increasingly important target for HR management. • Encourage the use of a company management software making repetitive behaviors fun • Increase participation rates and users engagement • Create a sense of belonging to the company and/or community • Leverage on employees’ motivation and participation to achieve business goals in any area and sector And moreover he will:
  • 7.
    󰀁7 01 POINTS IMMEDIATE awardsthat are obtained from the commitment to behave as desired 03 BADGE Emblems that identify the execution of specific activities 04 LEADERBOARDS They are used to represent the participants and their position within the competition 02 PROGRESSION Graphical representation of user progress as they complete tasks Elements for a game design project
  • 8.
  • 9.
    OBJECTIVES Offer candidates analternative to virtually test the willingness to work in the company by forming teams. But how? Through a game that allows candidates to see how they are ready to work in PwC, collaborating in teams and presenting business problems similar to those they might encounter at work. RESULTS Candidates who used the app before the selection obtained a better evaluation by the recruiter. In addition, new hires, have faced the path of business integration finding less difficulties and completing them in a shorter time. Multipoly is a gamification App used by PwC, a company that provides professional audit services, legal and tax advice to companies. MULTIPOLY HR - Recruitment
  • 10.
    OBJECTIVES Cisco has investedin a global training program to improve the skills and social presence of his employees. But how? Relying on particular recreational- training paths, designed by degrees and to adapt better to previous knowledge and the objectives of individuals. ASPIRE HR - Training RESULTS Since they have used the logics of Gamification, over 650 employees have achieved more than 13,000 certifications in the field of social media. Aspire is a training program used by Cisco, a multinational company specialized in networking equipments supply.
  • 11.
    OBJECTIVES To entice theiremployees and customers to participate and complete the planned training programs. But how? Inserting in the training programs dedicated to each one a virtual academy made of levels, objectives and awards to be reached and shared with colleagues and LinkedIn circles. LEADERSHIP ACADEMY HR - Training RESULTS The average time to complete the training curriculum decreased by 50% and the program recorded a 46.6% increase in the number of users returning daily to the site. Leadership Academy is a platform implemented by Deloitte, a consulting and auditing services company, the first in the world in terms of revenues and number of professionals.
  • 12.
    OBJECTIVES Promote the circulationof new ideas among the agency’s employees so as to ensure a continuous collaboration of ideas that can be implemented. But how? By inserting gaming mechanics like virtual coins, points, rankings, communities to make the creation and sharing process more fun. IDEA STREET HR - Employee involvement RESULTS After the first months of life, saw the approval of 4000 workers, the birth of 1400 i d e a s a n d 6 3 o f t h e s e h a v e b e e n implemented in practice in the Department. Thanks to these projects, the company has saved 20 million pounds between 2014 and 2015. Idea Street is a gamification platform created by DWP, the English Department for Work and Pensions, to stimulate the creativity of entire resources and to use their know- how to make them feel truly part of the company.
  • 13.
    OBJECTIVES Reduce accidents atwork, dispersion in the warehouse and align employees to procedures. But how? Introducing a platform that daily requires employees to answer quizzes related to risk, loss prevention, safety and operational policies and procedures. PEP BOYS HR - Training RESULTS The voluntary participation rate reached 95%; Accidents at work decreased by 45%; the warehouse dispersion rate decreased by 55% (fewer administrative errors, personnel theft, criminal theft ...). Pep Boys is an American chain with over 700 stores and 19,000 employees that sells wholesale auto parts and accessories. A company with over 2 billion dollars that uses Gamification to exceed some critical issues.
  • 14.
    Track & Rewardactions wherever they happen.
  • 15.
    What is it? Playoffis a powerful and innovative Gamification platform that helps you to introduce easily competition, rewards, progress bars, incentives and leaderboards in all the projects in which you need to engage and motivate your users. Playoff aims to empower people to use gamification as an effective strategic tool by breaking down the technical barriers that often hinder the adoption of gamification.
  • 16.
    Who is usingthe platform?Thanks to its agnostic nature Playoff’s target audience is global. Medium and Large Enterprises use Playoff as a strategic tool t o i n t r o d u c e a n engagement strategy in all their projects, both for employees and customers. The use case scenarios are primarily in the HR solutions that increase the employee engagement in companies ranging from a small to an enterprise level company, customer engagement with the loyalty programs on websites or app and in the field of employer training within insurance companies. Playoff provides an ideal solution also for Small Companies that need to introduce a gamification strategy into their systems (app, website, software) but don’t have the time to have their own team of developers build a gamification platform from the ground up.
  • 17.
    How does itwork? ` Playoff lets you fine tune your engagement strategy without deploying a single line of code. Thanks to its REST API, Playoff can be easily integrated with almost any existing software, platform or mobile app. If you have an existing software or process that you would like to add a layer of gamification to and you don’t have the time to have your own team of developers look into it, then Playoff provides an ideal solution. Playoff allows you to construct your gamification experience tailored to your business process. It gives you immense flexibility and power to design, prototype and revise your game design over time. See Playoff in action No credit card required
  • 18.
    TRUSTED BY You’re ingood company “"We boosted engagement both in B2C and internal processes. I really appreciated its agnostic nature.”” M. Pillitu, IT Architect, Generali Insurance “Complete, powerful and effective. Perfect for Gamifying Enterprise Intranet.” G. Celentano, Technical Manager, Teorema IT Company
  • 19.
    Playoff www.getplayoff.com https://www.getplayoff.com/blog/en Follow us: This isthe real secret of life: to be completely engaged with what you are doing in the here and now, and instead of calling it "work," realize that this is play. Alan W. Watts “