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15 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.
15 Compelling Case Studies
1. Apple Bee Case Study
2. Aspire
3. DWP Case Study
4. Idea Street
5. KEAS Success Story
6. Kudos Badges
7. LIVE OPS Case Study
8. Loyalty One Case Study
9. Microsoft Case Study
10. Next Jump Case Study
11. Plant Ville
12. Omnicare
13. Target stores
14. The Wikipedia Adventure
15. Blue Wolf
Apple Bee Case Study
• With an employee turnover
rate of 135%, the restaurant
industry must invest
significant sums to cover
the cost of repeat employee
recruiting and onboarding.
Apple Bee Case Study
• To increase employee
retention and “combat
churn,” RMH Franchise
Corp., one of the largest
franchisees in the
Applebee’s system, turned
to gamification.
Apple Bee Case Study
• The franchise launched Bee
Block, a website operated
by Bunchball, to foster
employee engagement and
loyalty.
Apple Bee Case Study
• Designed to improve
punctuality, sales and
service, the game provides
each employee an online
profile and trophy case.
Apple Bee Case Study
• Leaderboards track the
activities Applebee’s wants to
reinforce, including clocking
in on time or selling brownie
bites, and issues “Bee Block
Missions” such as upselling
appetizers or growing check
averages.
Apple Bee Case Study
• Participation is encouraged
by “Bee TV” – televisions in
each restaurant where
employees can view real-
time data on themselves
and their peers.
Apple Bee Case Study
• “Seventy three percent of
our employees are under
31 years old, making them a
prime target for
gamification,” noted Robin
Jenkins, regional marketing
manager for RMH.
Apple Bee Case Study
• Since the program was
launched in December
2013, more than 3,000
users have generated
30,000 sessions, Jenkins
said.
Apple Bee Case Study
• Check averages have gone
up and employee turnover
has dropped by more than
20% – all without the use of
any tangible rewards.
Apple Bee Case Study
• The company does plan to add
rewards in the next iteration but,
according to Jenkins, they will be
“status and reputation building”
such as offering kitchen staff
different-colored chef jackets to
denote their higher status within
the game.
Apple Bee Case Study
• RMH also plans to integrate
social media into the
program so that users can
share the badges they’ve
earned or get rewarded for
using company hashtags.
ASPIRE
Gamification in Employee Engagement
CISCO
• Cisco use gamification
across a number of key
programs. One program
where they have
extensively incorporated
gamification techniques is
their Social Media Training
Program.
CISCO
• This program offers a
unique opportunity for
employees and contractors
at Cisco to build their social
media skillset. And the
opportunity to leverage the
skills they learn is manifold.
CISCO
• For example, sales account
managers learn to use
Twitter to reach their
customers and human
resources representatives
learn to use LinkedIn to
reach potential candidates.
CISCO
• And, there are many other
job roles that benefit
through social media, such
as marketing (of course!)
and product development.
Progression Levels
• The Social Media Training
Program includes three
levels of certification:
– Specialist
– Strategist and
– Master.
Progression Levels
• Each level of certification
requires players to show
increasing levels of social
media expertise.
Progression Levels
• At the Specialist level,
players are required to take
15 courses. At the Strategist
level, players are required
to take an additional 13
courses and author a blog
post.
Progression Levels
• And, at the Master level,
players are required to 10
courses and create case
study illustrating an
integrated social media
initiative or create a social
media strategy.
Progression Levels
• In addition, there are also
four sub-specializations
available:
– Social Media for HR
– Social Media for Sales
– Social Media for Executive
Communication Managers
– Social Media for Internal
Partner Teams
Bring Fun into the Mix with Team Challenges
• In addition, the program
incorporates team
challenges where players
can join together in small
teams or participate as an
entire organization to
complete the certification.
Bring Fun into the Mix with Team Challenges
• This is an effective way for
individuals in an
organization to grow new
skills together. And players
earn badges for completing
team challenges.
Firing up Motivation
• Learning is often an
intrinsically motivated
activity. Individuals enjoy the
challenge of learning new
skills. And, learning new
professional skills can help
them advance in their
careers.
Firing up Motivation
• And, when you combine the
intrinsic motivation with
gamification techniques,
this further encourages
participation and
engagement. The Social
Media Training program
and the use of gamification
drive engagement through
various techniques.
Firing up Motivation
• Exploration
– Players have fun exploring
social media topics. There
are many courses available,
and participants can learn
about the different aspects
of social media through the
courses.
Firing up Motivation
• Progression Loops
– With three levels of
certification, four sub-
specializations, and mid-way
level accomplishments, players
can progress through multiple
levels of learning. Each class
completed is a small challenge
achieved. And, each level of
certification is the larger
challenge. The goal of the game
is to get from Specialist to
Master for the core learning
track.
Firing up Motivation
• Teamwork
– Humans are social animals.
And, the team challenges
allow players to collaborate
and compete with each
other. Working together as a
team to achieve a goal can
be fun.
Firing up Motivation
• Over 650 individuals have
been certified with more
than 13,000 courses taken.
And, this number continues
to grow every day.
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.
Idea Street
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.
Idea Street
• The United Kingdom’s
Department of Work
and Pensions created
an application called
Idea Street.
Idea Street
• The purpose was to
increase employee
collaboration and
facilitate the sharing
of new project ideas.
Idea Street
• 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.
Idea Street
• Within the first 18
months, about 4,000
employees generated
1,400 new candidate
projects on Idea Street.
Idea Street
• From this, 63
projects have been
implemented by the
Department.
KEAS Success Story
Gamification in Employee Engagement
KEAS
• Keas is an employee wellness
platform used by enterprises
to maintain lower group
health insurance costs and
reduce expenses such as
unnecessary sick days.
KEAS
• Keas employs gamification within its
platform, enabling employees from
client companies to log in to a personal
dashboard to view stats, earn awards for
achievements for completing tasks, and
even support co-workers for progress
towards their goals.
KEAS
• CEO Josh Stevens believes what sets
Keas apart from other employee
wellness platforms is guaranteed
engagement -- the company claims
its users check in to the platform 10
times per month -- and the social
aspect.
KEAS
• Employees on the network
can compete in team health
challenges for rewards such
as a reduction of their
deductible.
KEAS
• "The user sets goals individually that
they can report in on every day or their
wearable computer can update. You can
participate individually or on a team to
win prizes. When you're on a team
you're eligible for greater prizes. This is
by design, because people on teams are
more likely to participate."
KEAS
• Keas has also published some great data to supplement
their platform. Their results include:
– Keas users access the platform an average of 10 times per
month.
– 85% of users say they will use Keas again.
– Incapital, a Keas client, saw an average weight loss of 4.4lbs per
user after 79% of their employees signed up for Keas.
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.
Loyalty One Case Study
Gamification in Employee Engagement
Loyalty One Case Study
• COLLOQUY Research
Director Jeff Berry shared
results of two gamificiation
initiatives that Toronto-
based LoyaltyOne uses to
engage its 1,600
employees.
Loyalty One Case Study
• The first, LoyaltyOne’s Pass It On
program, is an interactive
initiative through which every
associate is given a bank of
points that they can use to
reward their peers. Associates
can also recognize and thank
their peers without awarding
points.
Loyalty One Case Study
• Leaderboards show how often a
player is a recognizer or being
recognized. To date, 97% of
1,500 associates are active in the
program, and 40% of the
recognitions come with no
points, “which shows that we’re
creating a culture of recognizing
as well as rewarding,” Berry said.
Loyalty One Case Study
• The second initiative took
place in December 2013,
when LoyaltyOne launched
the Move and Earn
program.
Loyalty One Case Study
• The company gave all
employees a FitBit device
through which they could
set their own goals for
number of steps per day.
Loyalty One Case Study
• To date, 59% of employees
are participating in the
program (up from an industry
average of 30%) and they’ve
increased the number of
steps they take on a daily
basis by 27%, Berry said.
Loyalty One Case Study
• Both of these programs
have contributed to high
associate engagement
scores with 88% of
associates stating that they
are proud to work for the
company.
Microsoft Case Study
Gamification in Employee Engagement
Microsoft
• The Challenge: Microsoft has
myriad language localization
needs for its many products,
and ensuring that
translations were accurate
and made sense was a huge
challenge for just one team.
Microsoft
• Gamified Solution: Microsoft built a
“Language Quality" game, which
involved a very simple Silverlight
application that let users view
screens to check for language
accuracy. Microsoft included
intentionally poor translations to
make sure its employees were
actually paying attention.
Microsoft
• Results: 4,500 users reviewed
500,000 screens to correct or
improve translations based on
their native languages.
Microsoft Japan actually took a
company-wide day off to play
the game and ended up
winning the leaderboard.
Microsoft
• The Windows Language
Quality Game is a
serious game to ensure
the translation quality of
software.
Microsoft
• Players help verify and correct
the translations of software into
their own language. The game
not only encouraged people to
contribute to it by making it
fun, but also channeled civic
engagement by allowing
everyone to help make
Windows a better product.
Microsoft
• Ross Smith is the Director of
Test at Microsoft, and he has
been in the software industry
for over 20 years. He has 5
software patents, and he is
one of the authors of, “The
Practical Guide to Defect
Prevention.”
Microsoft
• He is currently researching the
impact of games and social
networking tools on management
education and requisite skills for
new managers. His work led to the
creation of 42projects, which is an
experiment that uses trust as the
basis for promoting individual
confidence, risk-taking, and
creativity.
Microsoft
• His work on productivity gaming for
next-generation employees and
management initiatives is a great
example of how gamification has
changed the professional landscape.
Such an example is the Windows
Language Quality Game, which was a
successful initiative to find a cost-
effective and fun way to increase the
quality of the native language versions of
Windows.
How Microsoft Leads with Gamification
• Ross understands the shifting
demographics of the workforce and
believes that companies need to
redefine how work “works”. The
future generation of employees,
Gen Y, has grown up with
technology integrated into their
daily lives, effectively changing the
way today’s world communicates,
prioritizes, and produces.
How Microsoft Leads with Gamification
• Gen X managers need to
understand how to bring out the
creativity of Gen Y’s unique
talents rather than inhibiting
possible risk-taking. To improve
upon management and
innovation, Ross Smith
created productivity games.
How Microsoft Leads with Gamification
• Productivity games are a subset
of serious games, and they
incorporate using game elements
to boost engagement and
creativity of otherwise dull or
difficult tasks. Ross believes that
games and collaborative play
help motivate and make work
fun.
How Microsoft Leads with Gamification
• His theory is that collaborative
play builds trust among the
players, and that trust leads to
greater experimentation. A
higher degree of
experimentation leads to
creativity, innovation, and
increased personal satisfaction.
How Microsoft Leads with Gamification
• In a highly competitive
business environment,
composure is needed at all
levels to ensure a high quality
product and quality of life for
employees. Composure starts
with trust, and trust can be
built with productivity games.
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.
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.
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Gamification in employee engagement - 15 compelling case studies - Manu Melwin Joy

  • 1. 15 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. 15 Compelling Case Studies 1. Apple Bee Case Study 2. Aspire 3. DWP Case Study 4. Idea Street 5. KEAS Success Story 6. Kudos Badges 7. LIVE OPS Case Study 8. Loyalty One Case Study 9. Microsoft Case Study 10. Next Jump Case Study 11. Plant Ville 12. Omnicare 13. Target stores 14. The Wikipedia Adventure 15. Blue Wolf
  • 4. Apple Bee Case Study • With an employee turnover rate of 135%, the restaurant industry must invest significant sums to cover the cost of repeat employee recruiting and onboarding.
  • 5.
  • 6. Apple Bee Case Study • To increase employee retention and “combat churn,” RMH Franchise Corp., one of the largest franchisees in the Applebee’s system, turned to gamification.
  • 7. Apple Bee Case Study • The franchise launched Bee Block, a website operated by Bunchball, to foster employee engagement and loyalty.
  • 8.
  • 9. Apple Bee Case Study • Designed to improve punctuality, sales and service, the game provides each employee an online profile and trophy case.
  • 10. Apple Bee Case Study • Leaderboards track the activities Applebee’s wants to reinforce, including clocking in on time or selling brownie bites, and issues “Bee Block Missions” such as upselling appetizers or growing check averages.
  • 11.
  • 12. Apple Bee Case Study • Participation is encouraged by “Bee TV” – televisions in each restaurant where employees can view real- time data on themselves and their peers.
  • 13. Apple Bee Case Study • “Seventy three percent of our employees are under 31 years old, making them a prime target for gamification,” noted Robin Jenkins, regional marketing manager for RMH.
  • 14. Apple Bee Case Study • Since the program was launched in December 2013, more than 3,000 users have generated 30,000 sessions, Jenkins said.
  • 15. Apple Bee Case Study • Check averages have gone up and employee turnover has dropped by more than 20% – all without the use of any tangible rewards.
  • 16. Apple Bee Case Study • The company does plan to add rewards in the next iteration but, according to Jenkins, they will be “status and reputation building” such as offering kitchen staff different-colored chef jackets to denote their higher status within the game.
  • 17. Apple Bee Case Study • RMH also plans to integrate social media into the program so that users can share the badges they’ve earned or get rewarded for using company hashtags.
  • 19. CISCO • Cisco use gamification across a number of key programs. One program where they have extensively incorporated gamification techniques is their Social Media Training Program.
  • 20. CISCO • This program offers a unique opportunity for employees and contractors at Cisco to build their social media skillset. And the opportunity to leverage the skills they learn is manifold.
  • 21.
  • 22. CISCO • For example, sales account managers learn to use Twitter to reach their customers and human resources representatives learn to use LinkedIn to reach potential candidates.
  • 23. CISCO • And, there are many other job roles that benefit through social media, such as marketing (of course!) and product development.
  • 24. Progression Levels • The Social Media Training Program includes three levels of certification: – Specialist – Strategist and – Master.
  • 25. Progression Levels • Each level of certification requires players to show increasing levels of social media expertise.
  • 26. Progression Levels • At the Specialist level, players are required to take 15 courses. At the Strategist level, players are required to take an additional 13 courses and author a blog post.
  • 27. Progression Levels • And, at the Master level, players are required to 10 courses and create case study illustrating an integrated social media initiative or create a social media strategy.
  • 28. Progression Levels • In addition, there are also four sub-specializations available: – Social Media for HR – Social Media for Sales – Social Media for Executive Communication Managers – Social Media for Internal Partner Teams
  • 29.
  • 30. Bring Fun into the Mix with Team Challenges • In addition, the program incorporates team challenges where players can join together in small teams or participate as an entire organization to complete the certification.
  • 31. Bring Fun into the Mix with Team Challenges • This is an effective way for individuals in an organization to grow new skills together. And players earn badges for completing team challenges.
  • 32.
  • 33. Firing up Motivation • Learning is often an intrinsically motivated activity. Individuals enjoy the challenge of learning new skills. And, learning new professional skills can help them advance in their careers.
  • 34. Firing up Motivation • And, when you combine the intrinsic motivation with gamification techniques, this further encourages participation and engagement. The Social Media Training program and the use of gamification drive engagement through various techniques.
  • 35. Firing up Motivation • Exploration – Players have fun exploring social media topics. There are many courses available, and participants can learn about the different aspects of social media through the courses.
  • 36. Firing up Motivation • Progression Loops – With three levels of certification, four sub- specializations, and mid-way level accomplishments, players can progress through multiple levels of learning. Each class completed is a small challenge achieved. And, each level of certification is the larger challenge. The goal of the game is to get from Specialist to Master for the core learning track.
  • 37. Firing up Motivation • Teamwork – Humans are social animals. And, the team challenges allow players to collaborate and compete with each other. Working together as a team to achieve a goal can be fun.
  • 38. Firing up Motivation • Over 650 individuals have been certified with more than 13,000 courses taken. And, this number continues to grow every day.
  • 39. DWP Case Study Gamification in Employee Engagement
  • 40. DWP Case Study • The United Kingdom’s Department of Work and Pensions created an application called Idea Street.
  • 41.
  • 42. DWP Case Study • The purpose was to increase employee collaboration and facilitate the sharing of new project ideas.
  • 43.
  • 44. 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.
  • 45. DWP Case Study • Within the first 18 months, about 4,000 employees generated 1,400 new candidate projects on Idea Street.
  • 46. DWP Case Study • From this, 63 projects have been implemented by the Department.
  • 47. Idea Street Gamification in Employee Engagement
  • 48. 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.
  • 49. Idea Street • The United Kingdom’s Department of Work and Pensions created an application called Idea Street.
  • 50.
  • 51. Idea Street • The purpose was to increase employee collaboration and facilitate the sharing of new project ideas.
  • 52.
  • 53. Idea Street • 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.
  • 54. Idea Street • Within the first 18 months, about 4,000 employees generated 1,400 new candidate projects on Idea Street.
  • 55. Idea Street • From this, 63 projects have been implemented by the Department.
  • 56. KEAS Success Story Gamification in Employee Engagement
  • 57. KEAS • Keas is an employee wellness platform used by enterprises to maintain lower group health insurance costs and reduce expenses such as unnecessary sick days.
  • 58. KEAS • Keas employs gamification within its platform, enabling employees from client companies to log in to a personal dashboard to view stats, earn awards for achievements for completing tasks, and even support co-workers for progress towards their goals.
  • 59.
  • 60.
  • 61. KEAS • CEO Josh Stevens believes what sets Keas apart from other employee wellness platforms is guaranteed engagement -- the company claims its users check in to the platform 10 times per month -- and the social aspect.
  • 62. KEAS • Employees on the network can compete in team health challenges for rewards such as a reduction of their deductible.
  • 63. KEAS • "The user sets goals individually that they can report in on every day or their wearable computer can update. You can participate individually or on a team to win prizes. When you're on a team you're eligible for greater prizes. This is by design, because people on teams are more likely to participate."
  • 64. KEAS • Keas has also published some great data to supplement their platform. Their results include: – Keas users access the platform an average of 10 times per month. – 85% of users say they will use Keas again. – Incapital, a Keas client, saw an average weight loss of 4.4lbs per user after 79% of their employees signed up for Keas.
  • 65. Kudos Badges Gamification in Employee Engagement
  • 66. 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.
  • 67. 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.
  • 68. Kudos Badges • Kudos don’t incentivize heavily, but they do seem to work, which high Kudos being a coveted stat on the site.
  • 69. 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.
  • 70. 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.
  • 71. Kudos Badges • As missions are completed, levels are earned, and the standing of a user as an expert in the community will be higher.
  • 72. Kudos Badges • This earns them higher regard and higher respect from others, and gives them a strong and empowered identity within the service.
  • 73. LIVE OPS CASE STUDY Gamification in Employee Engagement
  • 74. 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.
  • 75.
  • 76. LIVE OPS CASE STUDY • It wanted to gamify its employees’ activities in order to engage them in their work and decrease their turnover rate.
  • 77. LIVE OPS CASE STUDY • Andre Bourque of Social Media Today describes how the employees interact with their new gamified system.
  • 78. 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.
  • 79. LIVE OPS CASE STUDY • The new program experienced an 80% adoption rate in the first week!
  • 80. 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.
  • 81. Loyalty One Case Study Gamification in Employee Engagement
  • 82. Loyalty One Case Study • COLLOQUY Research Director Jeff Berry shared results of two gamificiation initiatives that Toronto- based LoyaltyOne uses to engage its 1,600 employees.
  • 83. Loyalty One Case Study • The first, LoyaltyOne’s Pass It On program, is an interactive initiative through which every associate is given a bank of points that they can use to reward their peers. Associates can also recognize and thank their peers without awarding points.
  • 84. Loyalty One Case Study • Leaderboards show how often a player is a recognizer or being recognized. To date, 97% of 1,500 associates are active in the program, and 40% of the recognitions come with no points, “which shows that we’re creating a culture of recognizing as well as rewarding,” Berry said.
  • 85. Loyalty One Case Study • The second initiative took place in December 2013, when LoyaltyOne launched the Move and Earn program.
  • 86. Loyalty One Case Study • The company gave all employees a FitBit device through which they could set their own goals for number of steps per day.
  • 87. Loyalty One Case Study • To date, 59% of employees are participating in the program (up from an industry average of 30%) and they’ve increased the number of steps they take on a daily basis by 27%, Berry said.
  • 88. Loyalty One Case Study • Both of these programs have contributed to high associate engagement scores with 88% of associates stating that they are proud to work for the company.
  • 89. Microsoft Case Study Gamification in Employee Engagement
  • 90. Microsoft • The Challenge: Microsoft has myriad language localization needs for its many products, and ensuring that translations were accurate and made sense was a huge challenge for just one team.
  • 91. Microsoft • Gamified Solution: Microsoft built a “Language Quality" game, which involved a very simple Silverlight application that let users view screens to check for language accuracy. Microsoft included intentionally poor translations to make sure its employees were actually paying attention.
  • 92. Microsoft • Results: 4,500 users reviewed 500,000 screens to correct or improve translations based on their native languages. Microsoft Japan actually took a company-wide day off to play the game and ended up winning the leaderboard.
  • 93.
  • 94. Microsoft • The Windows Language Quality Game is a serious game to ensure the translation quality of software.
  • 95. Microsoft • Players help verify and correct the translations of software into their own language. The game not only encouraged people to contribute to it by making it fun, but also channeled civic engagement by allowing everyone to help make Windows a better product.
  • 96. Microsoft • Ross Smith is the Director of Test at Microsoft, and he has been in the software industry for over 20 years. He has 5 software patents, and he is one of the authors of, “The Practical Guide to Defect Prevention.”
  • 97. Microsoft • He is currently researching the impact of games and social networking tools on management education and requisite skills for new managers. His work led to the creation of 42projects, which is an experiment that uses trust as the basis for promoting individual confidence, risk-taking, and creativity.
  • 98.
  • 99. Microsoft • His work on productivity gaming for next-generation employees and management initiatives is a great example of how gamification has changed the professional landscape. Such an example is the Windows Language Quality Game, which was a successful initiative to find a cost- effective and fun way to increase the quality of the native language versions of Windows.
  • 100. How Microsoft Leads with Gamification • Ross understands the shifting demographics of the workforce and believes that companies need to redefine how work “works”. The future generation of employees, Gen Y, has grown up with technology integrated into their daily lives, effectively changing the way today’s world communicates, prioritizes, and produces.
  • 101. How Microsoft Leads with Gamification • Gen X managers need to understand how to bring out the creativity of Gen Y’s unique talents rather than inhibiting possible risk-taking. To improve upon management and innovation, Ross Smith created productivity games.
  • 102. How Microsoft Leads with Gamification • Productivity games are a subset of serious games, and they incorporate using game elements to boost engagement and creativity of otherwise dull or difficult tasks. Ross believes that games and collaborative play help motivate and make work fun.
  • 103. How Microsoft Leads with Gamification • His theory is that collaborative play builds trust among the players, and that trust leads to greater experimentation. A higher degree of experimentation leads to creativity, innovation, and increased personal satisfaction.
  • 104. How Microsoft Leads with Gamification • In a highly competitive business environment, composure is needed at all levels to ensure a high quality product and quality of life for employees. Composure starts with trust, and trust can be built with productivity games.
  • 105. Next Jump Case Study Gamification in Employee Engagement
  • 106. 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.
  • 107. Next Jump Case Study • So NextJump opened a free office gym, but only 5% of its workforce was using it on a regular basis.
  • 108. 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.
  • 109. Next Jump Case Study • Then it established cross- office, talent-balanced teams and a live leaderboard application, FitRank, to stimulate and track competition.
  • 110.
  • 111. Next Jump Case Study • Also, it introduced “WOWPoints” ─ virtual currency to incent the behavior.
  • 112.
  • 113. Next Jump Case Study • This only led to 12% employee participation.
  • 114. Next Jump Case Study • Now 80% of the workforce exercises there 2+ times per week.
  • 115.
  • 117. 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.
  • 118.
  • 119. 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.
  • 120.
  • 121. SIEMENS • Gamers will be measured on a number of Key Performance Indicators (KPIs), including safety, on time delivery, quality, energy management and employee satisfaction.
  • 122. 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.
  • 123.
  • 124. SIEMENS • Pete shares his best practices throughout the game to help players achieve outstanding results in plant performance.
  • 125. 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.
  • 126.
  • 127. 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.
  • 128. 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.
  • 129. 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.
  • 130.
  • 131. 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.
  • 133. OMNICARE • Omnicare is a more IT- centric organization that produces pharmacy management software --a kind of outsourced helpdesk for pharmacies.
  • 134. OMNICARE • Omnicare was experiencing long wait times at its helpdesk.
  • 135. OMNICARE • The employees were experienced and knowledgeable about the service. The company wanted to gamify a solution to improve efficiency.
  • 136. 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.
  • 137. 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.
  • 138. OMNICARE • The difference here versus the Target example is that the client didn't think about what was motivating the reps.
  • 139. OMNICARE • These helpdesk employees were high tech and, according to Zichermann, felt like they already had a sense of control over their own life.
  • 140. OMNICARE • When Omnicare introduced a scoring system as it did, these employees felt like Big Brother was watching them.
  • 141. OMNICARE • "To a Target cashier, it's positive feedback to a high-end helpdesk rep, it's Big Brother," says Zichermann.
  • 142. 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.
  • 143. 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.
  • 144. OMNICARE • "Today find three customers who have a specific problem with billing and help them with billing."
  • 145. OMNICARE • As they progress through these series of challenges, they are given short-term rewards that are achievement and recognition oriented (non- cash incentives).
  • 146. OMNICARE • "Time in their waiting queue was halved, customer satisfaction went back up and employee turnover was down.
  • 147. 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.
  • 148. The Wikipedia Adventure Gamification in Employee Engagement
  • 149. 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.
  • 150. The Wikipedia Adventure • As a result, the number of volunteer editors has dropped since 2007, prompting the company to develop “The Wikipedia Adventure”.
  • 151.
  • 152. The Wikipedia Adventure • It is a seven-mission, gamified interactive onboarding tutorial to teach people how to edit Wikipedia in just a few hours.
  • 153.
  • 154. The Wikipedia Adventure • The program takes the user through a simulated quest to edit an article, meeting challenges along the way.
  • 155.
  • 156. 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.
  • 157. 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.
  • 159. 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.
  • 160. 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.
  • 161. 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.
  • 162.
  • 163. 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.
  • 164. 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.
  • 165.
  • 166. 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.
  • 167. Target Stores Case Study Gamification in Employee Engagement
  • 168. Target Stores Case Study • One of the most classic examples of gamification is Target's approach.
  • 169. 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.
  • 170. 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.
  • 171. Target Stores Case Study • Target stores have implemented a little game cashiers play when checking people out.
  • 172. 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.
  • 173. Target Stores Case Study • Then they see their immediate score on screen and know how "in-time" they are with the ideal time.
  • 174. Target Stores Case Study • This, according to Zichermann, illustrates a great point--that gamification isn't about turning everything into a game.
  • 175. 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.
  • 176. Target Stores Case Study • "The bias that people have to win something is how achievement- oriented people tend to view the world," says Zichermann.
  • 177. 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.
  • 178. 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.
  • 179. 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.