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Employee engagement through
gamification in HR
Prepared by An Coppens
May 2018 - Ryerson
What is gamification?
Gamification (pronounced game-i-fi-ka-tion)
is the application of game dynamics, game
psychology and game mechanics to non-game
situations and applications
Where have you likely been
gamified?
Gamification and employee
engagement
Employee turnover
down by 36%
Engagement up by
48%
Why is employee engagement
such a buzzword?
My mission today is to have you
walk away with one actionable on
trend gamification design tactic to
instantly implement
Most common wrong reasons for
gamification
• It is cool, awesome, fun, neat
• Everyone is doing it
• The learning will be effortless
• Everyone loves games, gamification &
simulations
• It’s easy to design them
Source: Karl Kapp
The Right reasons to implement
gamification
• Creating interactivity in learning delivery
• Overcoming disengagement
• Providing opportunities for deep thought and
reflection
• Positively change behaviour
• Authentic practise
Source: Karl Kapp
Gamifying the employee
experience
Employer
branding
Assessment
Recruitment Onboarding
Productivity
Performance
Well-being Job mastery
Job rotation
Job
enrichment
Promotion
Exit
An Coppens 2013
Employee engagement – where
are we at?
• Disengaged employees cost organizations between
$450 and $550 billion annually (The Engagement
Institute)
• 63% of the workforce was engaged in 2016 (24%
highly engaged, 39% were moderately engaged
(Aon Hewitt)
• 37% of engaged employees are looking for jobs or
watching for opportunities, as are 56% of not
engaged and 73% of actively disengaged
employees (Gallup)
Employees today grew up with…
• Technology
• Social media
• Gaming
• Sharing
• Chat
• 24/7 on
• Multiple devices
It’s not just about people, but
also the software used in HR
Driving business performance
through people
You may end up with a mix like
this in the name of employee
engagement
Let’s apply some game
design to employee
engagement
“Build design frameworks as an answer to
challenges”
An Coppens
• KPI's & metrics
• Culture
• Business objectives
Business
specifics
• Motivation
• Behaviour
Understanding
the player
• Design
• Test
• Iterate
• Implement
• Support
Gamification
design
Our process
Can it be gamified?
Checklist
• Is it a person that needs
to change?
• Is it a process?
• Do you have control over
it?
• Do you influence it?
How can we measure if it
successful?
• What are the objectives?
• How are they currently
measured?
• How can we measure
them in future?
• What will tell you 100%
that this project has been
a success?
Let’s map out the process
Identify the
meaningful
touchpoints
What obstacle(s) in this process, can provide
a potential scenario or gameplay?
Tactic 1: We
need to find out
who we are
aiming our game
at…
Understanding the players
Observation of current
behaviour
Existing reports and data
Surveys and focus groups
Workshops and pilot
testing
Your
employees
A shortcut for today
“Designing a gamified learning
experience for business results
requires inclusive design” An Coppens
Four pillars of engagement
•Enticing people to
look into the
learning community
Attraction
•Encouraging them
to take their 1st
action or
contribution in the
learning community
Engagement •Stimulate ongoing
action and
contributions
Nurturing
•what will this look
like?
End game
Tactic 2: What will enable them to win?
Tactic 3: How and where will feedback
show up?
Feedback is key to growth
Tactic 5: Most games have a
storyline
Tactic 6: Play games regularly to
become better at gamification
Tactic 7: Co-create & Co-
experience where possible
Final tactic: Re-inforce what you
want more of…
“Right first time and forever is an illusion!
Just like one size fits all!”
An Coppens
Play is the highest form of research
Albert Einstein
WORK = FUN
@GamificationNat
www.gamificationnation.com

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Gamification for cultural change and employee engagement

Hinweis der Redaktion

  1. A survey by the Aberdeen Group found that organizations who deploy gamification improve engagement by 48% and turnover by 36%
  2. Source: Dale Carnegie
  3. Their habits may be more open, willing to share and less secure than previously needed by businesses
  4. Although I prefer to be future focused, I tend to think in how can I prevent this from happening again and then design a framework around it. Sometimes it serves as communication tool, sometimes it serves as a work process, most often it is both. Either clients buy into all the steps or we don’t work with them, because we know it sets us up for failure.
  5. Explain the SWOT analysis exercise refer to example in Norway
  6. We rarely have only one learner journey in learning gamification, this is why we need to understand learners and their habits
  7. User flows should cover all four phases of a design to make it clear to the customer which works where
  8. Not just once, but every step of the way…when you have involved them at the beginning you want to keep them on track for the long haul
  9. On average we need 5 positives to neutralise one negative, in most games you receive minimum 2 often more reinforcements of a positive win…How many have you received in work recently for a job well done?