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Gamification in the Workplace
Michael Fauscette,
Group VP, Software Business Solutions
about.me: www.mfauscette.me
@mfauscette
@mfauscette
2
@mfauscette
Technology	
  
Disrupters	
  
	
  Cost	
  take-­‐out	
  
(to	
  fund	
  
innovation)	
  
	
  Talent	
  (Skills)	
  
&/or	
  capacity	
  
gap	
  
IT
Challenging Times
Changing	
  
Customer	
  
Demands	
  
Increasing	
  
Competition	
  
Challenging	
  
Macro	
  
Conditions	
  
BUSINESS
Source: IDC C-Suite Barometer and IDC Research
3
INITIATIVES	
  2013	
  
	
  
Market	
  Expansion	
  
&	
  Customer	
  
Experience	
  1
CONCERNS	
  2013	
  
	
  
Acquire	
  new	
  
customers	
  &	
  
reduce	
  churn	
  1
INITIATIVES	
  2013	
  
	
  
Find	
  New	
  Ways	
  to	
  
Work	
  	
  
CONCERNS	
  2013	
  
	
  
The	
  Growing	
  
Productivity	
  Gap	
  1 1
@mfauscette
What is Gamification?
§  Business strategy
§  Application of game mechanics to drive or
change behavior
4
What behavior?
Importance to Business Strategy?
How Game Theory Can be Applied?
@mfauscette
Experiences
§  Employee – Customer – Partner
§  Fun
§  Engaging
5
@mfauscette 6
Gamification
Behavior Modification
•  Learning
•  Loyalty
•  Performance
•  Engagement /
participation
•  Productivity
•  Collaboration
Game Mechanics
•  Achievements
•  Appointment Dynamics
•  Behavioral Momentum
•  Challenges
•  Epic Meaning
•  Infinite Game Play
•  Levels
•  Loss Aversion Dynamics
•  Etc.
Reward
•  Recognition
•  Points
•  Bonuses
•  Information
•  Access
•  Etc.
Assess
•  Performance
•  Productivity
•  Sales
•  Collaboration
•  Sentiment / Reputation
•  Completion
@mfauscette
7
Game Mechanics
•  Achievements
•  Appointment Dynamics
•  Behavioral Momentum
•  Challenges
•  Epic Meaning
•  Infinite Game Play
•  Levels
•  Loss Aversion Dynamics
•  Etc.
Game Techniques
•  Activity Streams (link to existing or new ESN)
•  Advancing game levels to keep players
interested and challenged
•  Badges (public displays)
•  Challenges / Quests
•  Embedded Games
•  Leaderboards
•  Real-time Feedback
•  Virtual Currency
@mfauscette
Behavior Modification - Examples
Customer Experience
§  Loyalty
§  Participation and Community
Management
§  Increasing Engagement
§  Product Input / Feedback
§  Commerce
§  Lead Generation
§  Co-Innovation
Employee Experience
§  Sales Productivity
§  Performance
§  Learning
§  Participation
§  Collaboration
§  Increase Usage of Technology
§  Product Input / Feedback
8
@mfauscette
The Goal of Business is to Create a
Customer
9
Peter Drucker
The Goal of The Customer is to Fill a Need
(or want, desire, etc.)
Me
@mfauscette
10
@mfauscette
11
@mfauscette
12
Expectations Experience
Satisfaction
Getting
it “right”
@mfauscette
Building an ongoing customer relationship
13
Awareness
Discovery
Attraction
Interaction
Purchase
Use
Cultivation
Advocacy
(*1) The probability of selling to a new prospect is 5-20%
(*2) The probability of selling to an existing customer is close to 70%.
Source: IDC Research & Marketing Metrics (*1,2)
@mfauscette
14
@mfauscette
Why?
15
Q. What specific initiatives are you planning to conduct using social software
for BUSINESS purposes in the next 12 months?
N=701, IDC Social Software Survey,, February 2013
0% 5% 10% 15% 20% 25% 30% 35% 40%
Internal gamification (particularly behavior analytics)
External Gamification (particularly behavior analytics)
Internal micro-blog
External micro-blog for marketing / customer service/
Crowdsourcing
External Discussion forum
"Innovation Management (more complex than
Prediction market
Internal Discussion forum
Geo-Social networking
"Ideasourcing (tools that are used to collect ideas/
File/Content sharing service
Blog/Wiki
Online office productivity
Peer feedback
Web broadcasting
Enterprise Social Network (including activity streams)
Web chat/voice/video over IP applications (including
Recruiting
Socialytics (analytic tools and applications used to
Application/Video Sharing
Public social network for marketing /customer service/
Social Learning
Online communities
@mfauscette
Business Benefit of Community
Acquire New Customers
•  Know your customer
•  Engage your customer
•  Learn about your customer = Sales Intelligence
Design Better Products
•  Idea sourcing
•  Innovation
•  Voice of customer
16
@mfauscette
Business Benefit of Community
Reduce Support Cost
•  Peer-to-peer support
•  Reduced support tickets
•  Better self-service
Customer Intelligence Driven Marketing
•  Customer data value chain
•  Predictive as well as reactive
•  On target – 1:1
17
@mfauscette
Customer Experience Examples
§  Community Engagement – Virtual Mobile
Network Provider
•  Community Support Only
•  Reward Model
•  75% of New Subscribers WoM
•  Net Promoter Score = 73%
•  Almost $0 Marketing Spend
18
@mfauscette
Customer Experience Examples
§  Community Engagement – Technology Vendor
•  Build Community Support Model
•  Encourage / reward: engaging with content, using
knowledge base, completing surveys, providing
product feedback, etc.
•  Achievements and Missions
•  Result:
§  20% reduction in support tickets
§  40% increase in forum and knowledge base use
§  40% reduction in ticket response time by internal support
team
19
@mfauscette
Community Best Practices
§  Communities are not a “field of dreams”
§  Professional management
§  Analytics drive engagement
§  Gamification
§  Trust
§  Keep it Fresh
20
@mfauscette
21
@mfauscette
Productivity Growth vs. Jobs Growth
Source: U.S. Customer Care BPO Services Survey, August 2011
22
Productivity
Gap
@mfauscette
Enterprise Systems are Changing
23
Automation
Limit
Systematic
support for ad
hoc decisions
@mfauscette
24
@mfauscette
Sense and Respond
25
@mfauscette
Collaborative and Connected Workforce?
26
@mfauscette
Employee Experience Example
§  Large Consulting Organization
•  Increase participation and use of online learning /
executive / professional development resources
•  Used Points, Achievements and Missions (Guided
Learning Paths)
•  Rewards for Interaction with Content – Recognition on
Public Profiles
•  Leaderboard
•  After 3 Months: Return Rated >46% Daily / 36% Weekly –
Active Users Unlocked 3 Achievements
•  6 Months: A User Unlocked Top Achievement
•  Training Became “Addicting” and “Fun”
27
@mfauscette
Employee Experience Example
§  Large Automotive Manufacturer
•  Train, Motivate and Support sales, service and parts personnel
•  Increase Use of Training and Certification system
•  Reward Exploration and Demonstration of Knowledge Gained in
the Community
•  Tools: Tasks and Missions
§  Badges, Levels, Trophy Cases
§  Individual and Team Leaderboards
§  Trivia Challenges (retention)
§  Virtual Dream Garage
•  Results
§  Day 1 = 100K Unique Hits
§  Week 5 - 2X activity
§  Correlation between increasing activity and KPI’s (unit volumes,
customer satisfaction, etc.)
28
@mfauscette
And Remember…
29
•  Gamification is a Strategy not a Technology
•  Technology Underpins Strategy (Flexible, Adaptable, Platform)
•  Clearly Define Desired Behaviors
•  Use Game Mechanics Targeted at Specific Behaviors
•  Changing Culture and Process is Generally a Slow
Progression
•  Gamification for It’s Own Sake = Failure
@mfauscette
Michael	
  Fausce,e 	
  	
  
Group	
  Vice	
  President	
  
So7ware	
  Business	
  Solu:ons	
  
	
  
mfausce,e@idc.com	
  
	
  
@mfausce,e	
  
About	
  me:	
  www.mfausce,e.me	
  
Thank You
Blog: www.mfauscette.com
IDC Social Business Blog
https://idc-insights-community.com/groups/it_agenda/
social-business
30

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2013 Gamification in the Workplace

  • 1. Gamification in the Workplace Michael Fauscette, Group VP, Software Business Solutions about.me: www.mfauscette.me @mfauscette
  • 3. @mfauscette Technology   Disrupters    Cost  take-­‐out   (to  fund   innovation)    Talent  (Skills)   &/or  capacity   gap   IT Challenging Times Changing   Customer   Demands   Increasing   Competition   Challenging   Macro   Conditions   BUSINESS Source: IDC C-Suite Barometer and IDC Research 3 INITIATIVES  2013     Market  Expansion   &  Customer   Experience  1 CONCERNS  2013     Acquire  new   customers  &   reduce  churn  1 INITIATIVES  2013     Find  New  Ways  to   Work     CONCERNS  2013     The  Growing   Productivity  Gap  1 1
  • 4. @mfauscette What is Gamification? §  Business strategy §  Application of game mechanics to drive or change behavior 4 What behavior? Importance to Business Strategy? How Game Theory Can be Applied?
  • 5. @mfauscette Experiences §  Employee – Customer – Partner §  Fun §  Engaging 5
  • 6. @mfauscette 6 Gamification Behavior Modification •  Learning •  Loyalty •  Performance •  Engagement / participation •  Productivity •  Collaboration Game Mechanics •  Achievements •  Appointment Dynamics •  Behavioral Momentum •  Challenges •  Epic Meaning •  Infinite Game Play •  Levels •  Loss Aversion Dynamics •  Etc. Reward •  Recognition •  Points •  Bonuses •  Information •  Access •  Etc. Assess •  Performance •  Productivity •  Sales •  Collaboration •  Sentiment / Reputation •  Completion
  • 7. @mfauscette 7 Game Mechanics •  Achievements •  Appointment Dynamics •  Behavioral Momentum •  Challenges •  Epic Meaning •  Infinite Game Play •  Levels •  Loss Aversion Dynamics •  Etc. Game Techniques •  Activity Streams (link to existing or new ESN) •  Advancing game levels to keep players interested and challenged •  Badges (public displays) •  Challenges / Quests •  Embedded Games •  Leaderboards •  Real-time Feedback •  Virtual Currency
  • 8. @mfauscette Behavior Modification - Examples Customer Experience §  Loyalty §  Participation and Community Management §  Increasing Engagement §  Product Input / Feedback §  Commerce §  Lead Generation §  Co-Innovation Employee Experience §  Sales Productivity §  Performance §  Learning §  Participation §  Collaboration §  Increase Usage of Technology §  Product Input / Feedback 8
  • 9. @mfauscette The Goal of Business is to Create a Customer 9 Peter Drucker The Goal of The Customer is to Fill a Need (or want, desire, etc.) Me
  • 13. @mfauscette Building an ongoing customer relationship 13 Awareness Discovery Attraction Interaction Purchase Use Cultivation Advocacy (*1) The probability of selling to a new prospect is 5-20% (*2) The probability of selling to an existing customer is close to 70%. Source: IDC Research & Marketing Metrics (*1,2)
  • 15. @mfauscette Why? 15 Q. What specific initiatives are you planning to conduct using social software for BUSINESS purposes in the next 12 months? N=701, IDC Social Software Survey,, February 2013 0% 5% 10% 15% 20% 25% 30% 35% 40% Internal gamification (particularly behavior analytics) External Gamification (particularly behavior analytics) Internal micro-blog External micro-blog for marketing / customer service/ Crowdsourcing External Discussion forum "Innovation Management (more complex than Prediction market Internal Discussion forum Geo-Social networking "Ideasourcing (tools that are used to collect ideas/ File/Content sharing service Blog/Wiki Online office productivity Peer feedback Web broadcasting Enterprise Social Network (including activity streams) Web chat/voice/video over IP applications (including Recruiting Socialytics (analytic tools and applications used to Application/Video Sharing Public social network for marketing /customer service/ Social Learning Online communities
  • 16. @mfauscette Business Benefit of Community Acquire New Customers •  Know your customer •  Engage your customer •  Learn about your customer = Sales Intelligence Design Better Products •  Idea sourcing •  Innovation •  Voice of customer 16
  • 17. @mfauscette Business Benefit of Community Reduce Support Cost •  Peer-to-peer support •  Reduced support tickets •  Better self-service Customer Intelligence Driven Marketing •  Customer data value chain •  Predictive as well as reactive •  On target – 1:1 17
  • 18. @mfauscette Customer Experience Examples §  Community Engagement – Virtual Mobile Network Provider •  Community Support Only •  Reward Model •  75% of New Subscribers WoM •  Net Promoter Score = 73% •  Almost $0 Marketing Spend 18
  • 19. @mfauscette Customer Experience Examples §  Community Engagement – Technology Vendor •  Build Community Support Model •  Encourage / reward: engaging with content, using knowledge base, completing surveys, providing product feedback, etc. •  Achievements and Missions •  Result: §  20% reduction in support tickets §  40% increase in forum and knowledge base use §  40% reduction in ticket response time by internal support team 19
  • 20. @mfauscette Community Best Practices §  Communities are not a “field of dreams” §  Professional management §  Analytics drive engagement §  Gamification §  Trust §  Keep it Fresh 20
  • 22. @mfauscette Productivity Growth vs. Jobs Growth Source: U.S. Customer Care BPO Services Survey, August 2011 22 Productivity Gap
  • 23. @mfauscette Enterprise Systems are Changing 23 Automation Limit Systematic support for ad hoc decisions
  • 27. @mfauscette Employee Experience Example §  Large Consulting Organization •  Increase participation and use of online learning / executive / professional development resources •  Used Points, Achievements and Missions (Guided Learning Paths) •  Rewards for Interaction with Content – Recognition on Public Profiles •  Leaderboard •  After 3 Months: Return Rated >46% Daily / 36% Weekly – Active Users Unlocked 3 Achievements •  6 Months: A User Unlocked Top Achievement •  Training Became “Addicting” and “Fun” 27
  • 28. @mfauscette Employee Experience Example §  Large Automotive Manufacturer •  Train, Motivate and Support sales, service and parts personnel •  Increase Use of Training and Certification system •  Reward Exploration and Demonstration of Knowledge Gained in the Community •  Tools: Tasks and Missions §  Badges, Levels, Trophy Cases §  Individual and Team Leaderboards §  Trivia Challenges (retention) §  Virtual Dream Garage •  Results §  Day 1 = 100K Unique Hits §  Week 5 - 2X activity §  Correlation between increasing activity and KPI’s (unit volumes, customer satisfaction, etc.) 28
  • 29. @mfauscette And Remember… 29 •  Gamification is a Strategy not a Technology •  Technology Underpins Strategy (Flexible, Adaptable, Platform) •  Clearly Define Desired Behaviors •  Use Game Mechanics Targeted at Specific Behaviors •  Changing Culture and Process is Generally a Slow Progression •  Gamification for It’s Own Sake = Failure
  • 30. @mfauscette Michael  Fausce,e     Group  Vice  President   So7ware  Business  Solu:ons     mfausce,e@idc.com     @mfausce,e   About  me:  www.mfausce,e.me   Thank You Blog: www.mfauscette.com IDC Social Business Blog https://idc-insights-community.com/groups/it_agenda/ social-business 30