Gamification and the Millennial Enterprise

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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 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 @MaduRatnayake

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Crafting you connected digital enterprise for engaging millennials

Transcript of Gamification and the Millennial Enterprise

Page 1: Gamification and the Millennial Enterprise

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

2000 West Park DriveWestborough MA 01581 USAPhone: 508 389 7300 Fax: 508 366 9901

Gamification and the Millennial Enterprise PMI National Conference – Hyderabad

@MaduRatnayake

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The next generation is coming of age

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Millennials are 95 million strong across the world today and will comprise 75% of the global workforce by 2025. - Deloitte Millennial Survey, January 2014

Millennial are taking over the workplace

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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

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…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

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Our workforce demography has changed with over 70% of Global Virtusans being Millennials

Millennial shift is already here for Virtusa

Gen Y76%

Gen X20%

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Our project stakeholder demands are now more focus on innovation, productivity and agility

Engaged Customer

Engaged Employee

Co-create

Innovation

AgilityProductivity

Engaged Employees & Engaged Customers in a symbiotic relationship to co-create business outcomes with Innovation, Agility and Productivity

Productivity

Innovation

Agility

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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

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1. V+ Millennial User ExperienceCreate the Sunday night computing experience, Monday morning

Simple, Fast, Fun

TeamWiki

Web 2.0• 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

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2. V+ Social Enable Core ProcessesIntegrate Systems of Records and Systems of Engagement

• Lead not watch• Integrate platforms • Single Social Graph• Collaborate around

work• Generate insights

Systems of Records

Systems of Engagement

Infrastructure

SocialWeb

HiringOn Boarding

Learning/MentoringPerformance Management

Software Developme

nt

SalesIT Support

Clients &

Partners

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Gamification: Engaging the Millennials

50% of Innovation will be Gamified by 2015 -

With Virtusa V+ platform, we gamified several of our key business areas to drive engagement and innovation

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

Games are a way of life for MillennialsWorld-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.

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3. V+ Gamify OutcomeGamification around core business outcomes to drive behavior

1. Driving Revenue• 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

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We are proud of the accolades we are getting for the innovative use of technology for Millennial Employee engagement at Virtusa

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