Game Changer: Using game-inspired tactics to engage employees

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    21-Oct-2014
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Gamification is the use of game-inspired tactics to engage people. For example, FitBit has turned physical fitness into a social video game. By adding elements of fun, feedback, and friendly competition, organizations can attract broader attention and create deeper engagement among employees and other stakeholders. The term “gamification” gained popularity in 2010, and by the end of 2012, it had reached mega-trend status. But is it worth all the hype that vendors are pushing? The research firm Gartner predicts that many gamified applications will fail to meet business objectives due to poor design, ineffective communication, or ill-defined business objectives. In the long term, however, Gartner says organizations that use gamification effectively will see a significant business impact and stronger employee engagement. In this unbiased presentation by an engagement expert who doesn’t create or sell gaming applications, you’ll learn about organizations using gamification to engage employees in areas such as innovation, recruiting and onboarding, performance management, health and wellness, retirement planning, productivity enhancement, training, and knowledge management. This presentation will help you “level up” your knowledge about employee gamification. Level 1: Understand what gamification is Level 2: Learn examples and pitfalls Level 3: Know how to assess when it’s an appropriate strategy Level 4: Be able to evaluate gamification partners and ideas from an educated standpoint. For more information: http://www.engagingleader.com/speaking/gamechanger

Transcript of Game Changer: Using game-inspired tactics to engage employees

Page 1: Game Changer: Using game-inspired tactics to engage employees
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The Power of Full Engagement

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Average Age of Video Game Player A.  15

B.  25

C.  35

D.  45

E.  55

Source: Entertainment Software Association (2012)

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GAMIFICATION: Game-inspired tactics

to engage people

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Humorous Videos

Quiz Puzzle

Off-line Challenge

SMALL STEPS

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Fun Not Fun

Entertainment -Driven

Purpose-Driven

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Percent of Gamers Who Are Women A.  7%

B.  17%

C.  27%

D.  37%

E.  47%

Source: Entertainment Software Association (2012)

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Behavior change & habits

Clear goals/metrics/data Experiment & replay

Memorable learnings

WHY GAMIFY: Improved outcomes

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Feedback

Fun Friends

Flow

WHY GAMIFY: Deeper engagement

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Awareness Understanding Commitment Action

Traditional Engagement Levels

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Awareness Understanding Commitment Action

Awareness Action Understanding Habit Mastery

Gamified Engagement Levels

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Design-Thinking Principles

•  Purposeful

•  Human-focused

•  Balance of analytical and creative

•  Iterative

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•  DEFINE business objectives

•  DELINEATE target behaviors

•  DESCRIBE your players

•  DEVISE activity loops

•  DON'T forget the fun!

•  DEPLOY appropriate tools

Source: Kevin Werbach, Wharton professor, author of For the Win

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DEFINE business objectives

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American Adults with Cell Phones A.  57%

B.  67%

C.  77%

D.  87%

E.  97%

Source: Pew Internet

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Adult Cellphone Users with Smartphones

A.  25%

B.  35%

C.  45%

D.  55%

E.  65%

Source: Pew Internet

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DELINEATE target behaviors

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DESCRIBE YOUR PLAYERS (Bartle, A. Kim, Burnham)

Achieve

Socialize

Impact

Explore

Outcomes

People

Process

Things

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Achieve

Socialize

Impact

Explore

Outcomes

People

Process

Things Compete

Win Challenge Compare

Level Up High Score

Reputation Status

Kill/Conquer Heal

Create Build Design

Comment

Collaborate Curate

Help

Greet

Share

Discuss

Like Rate Collect

View

Vote

Rewards

Review

DESCRIBE YOUR PLAYERS (Bartle, A. Kim, Burnham)

Easter Egg

Receive Likes

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DESCRIBE YOUR PLAYERS (Bartle, A. Kim, Burnham)

Achieve

Socialize

Impact

Explore

Outcomes

People

Process

Things

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DEVISE activity loops: plan for ongoing engagement

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US/UK Adults Who Played a Mobile Game in Past Month

A.  4%

B.  14%

C.  24%

D.  34%

E.  44%

Source: Forbes 6/12

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People Fun

Easy Fun Hard Fun

Serious Fun

DON'T forget the fun! Source: Nicole Lazzaro

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DEPLOY appropriate tools

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Rewards •  Tangible vs. intangible

•  Expected / unexpected

•  Contingency

•  Extrinsic vs. intrinsic

“…when the tasks involve higher levels of cognition or creativity, the monetary incentives actually stifle performance rather than drive it."

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Feedback

Growth & Development Information

Teaching & Self-Expression

Intrinsic Motivation: Mastery

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Purpose: Corporate Citizenship

Purpose: Impact & Influence Autonomy

Relatedness

Other Intrinsic Motivations

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•  DEFINE business objectives

•  DELINEATE target behaviors

•  DESCRIBE your players

•  DEVISE activity loops

•  DON'T forget the fun!

•  DEPLOY appropriate tools

Source: Kevin Werbach, Wharton professor, author of For the Win

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True or False?

Most gamers play alone.

Source: Entertainment Software Association (2012)

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Pitfalls •  Privacy

•  Pointsification

•  Conflict/duplication with existing management and incentive structures

•  Overemphasis on extrinsic rewards - Hedonic treadmill - Over-justification

•  Overemphasis on competition

•  Overemphasis on status

•  Running games constantly and wearing out the fun

•  “G word” can turn off some people

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Is Gamification right for my business issue?

•  Motivation: Are you amplifying motivations for behaviors already intrinsically valuable to players?

•  Meaningful choices: Are the target activities interesting?

•  Structure: Can behaviors be modeled through algorithms?

•  Potential conflicts: Can you avoid duplication or tension with other motivational structures?

Source: Kevin Werbach, Wharton professor, author of For the Win

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