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Gamification Europe
Scaling Enterprise Gamification
from 100 to 100,000 players
December, 2011
“How could a 3 year old tech startup in 2011
(with little or no marketing budget) compete
with Facebook, Google, Microsoft and other tech
companies for the best tech talent?”
Our Problem Statement
“We will design the best employee
experience to engage our employees”
“We will treat our employees like customers”
“We will be different from the rest”
“We will make work fun with gamification”
Our Idea
• Employee Rewards & Recognition System with
• Achievement badges
• Team-based competition
• Leaderboard
• Reward points
• Everything was done manually
• We tracked everything on Microsoft Excel
• We communicated everything using Facebook
Group
Our Gamification v.0
Circa 2011 (Our MVP)
• By employee request, we
launched a gamification web-site
with
• Even More Badges!
• Points balance tracking
• Leaderboard stats
• Redemption requests
• We introduced offline
gamification for collaboration &
wellness
Our Gamification Platform v.1
Circa 2013
Business Impact
Our Findings
86
1679
0.14
B
2.5x Productivity and Quality
with Higher Customer Satisfaction
2012 2014
174
4223
0.35
B+
Headcount
Productivity Index
Quality Index
Customer Satisfaction
3.72
4.6
9.2
0
1
2
3
4
5
6
7
8
9
10
Medical Leave/Year
Annual Medical Leave Days Taken Per Employee
Nettium Average Singapore Average Malaysia Average
Lower Absenteeism:
+US$330K to Our Annual Bottom Line
0
100
200
300
400
500
600
700
800
900
1000
General Posts Blogs about Employees Videos about Employees
Average Reach of Social Media by Content
High Employee Advocacy:
+US$200K Annual Savings on Recruitment
50%of employees
hired via
Employee
Referral
Average Reach
What if we could
bottle the lightning
and share it with the
world?
Team Selfdrvn Enterprise
Founded May 2015
How We Do It?
§ We engage the workforce with well-designed user experience and
game mechanics
§ We use behavioral data analytics to accelerate behavioral change
§ We design for and measure business impact
Mobile Technology Gamification Data Analytics
We believe that positive empowerment
and people-centered strategies are
the pillars to building successful enterprises
We build humanised, digitalised solutions to
nurture employee engagement,
recognition and performance in the
organisation
Our Vision
ENGAGEMENT
PULSE SURVEY SELF-PACED LEARNING
EMPLOYEE
WELLNESS
PEER FEEDBACK &
GOAL SETTING SOCIAL COLLABORATION
& PEER LEARNING
REWARDS
& RECOGNITION
GAMIFICATION
“We Gamify Employee Success”
Drive and
measure the
adoption of core
values
Recognize
positive behavior
of employees
with real-world
rewards
Provide a peer
feedback solution
that supports real
time, anonymous
feedback that give
genuine constructive
feedback to improve
performance
Support effective
coaching with
feedback analytics &
agile goal setting
Coaching RecognitionCore Values Open Culture
Accelerate
cultural adoption
with Gamification
Employee
Adoption
A Typical Client Engagement
on Cultural Change
Create @Alibaba
Startup Contest
2017 Finalist
IBM Watson Asia
Pacific
New Venture
Challenge 2016
Finalist
HR Association
India
Best Employee
Engagement
Platform 2017
Asia Pacific CIO
Outlook
25 Most
Promising SaaS
Solution Providers
2016
Industry Recognition
Gartner Hype
Cycle Vendor for
Worker
Engagement
Platform 2018
Recognized for Innovation
Lessons Learned
Enterprise Gamification is not
just about Intrinsic Motivation
“What Causes Great Work?”
According to over 1,000 employees
Source: National Research by the Cicero Group, 2015
Thank You for Your Time!
We’d Love to Have a Chat!
Linkedin: Mun Choong Lam
Twitter: munchlam
www.selfdrvn.com

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Gamification Europe: Scaling Enterprise Gamification from 100 to 100,000 Players

  • 1. Gamification Europe Scaling Enterprise Gamification from 100 to 100,000 players
  • 3. “How could a 3 year old tech startup in 2011 (with little or no marketing budget) compete with Facebook, Google, Microsoft and other tech companies for the best tech talent?” Our Problem Statement
  • 4. “We will design the best employee experience to engage our employees” “We will treat our employees like customers” “We will be different from the rest” “We will make work fun with gamification” Our Idea
  • 5. • Employee Rewards & Recognition System with • Achievement badges • Team-based competition • Leaderboard • Reward points • Everything was done manually • We tracked everything on Microsoft Excel • We communicated everything using Facebook Group Our Gamification v.0 Circa 2011 (Our MVP)
  • 6. • By employee request, we launched a gamification web-site with • Even More Badges! • Points balance tracking • Leaderboard stats • Redemption requests • We introduced offline gamification for collaboration & wellness Our Gamification Platform v.1 Circa 2013
  • 8. 86 1679 0.14 B 2.5x Productivity and Quality with Higher Customer Satisfaction 2012 2014 174 4223 0.35 B+ Headcount Productivity Index Quality Index Customer Satisfaction
  • 9. 3.72 4.6 9.2 0 1 2 3 4 5 6 7 8 9 10 Medical Leave/Year Annual Medical Leave Days Taken Per Employee Nettium Average Singapore Average Malaysia Average Lower Absenteeism: +US$330K to Our Annual Bottom Line
  • 10. 0 100 200 300 400 500 600 700 800 900 1000 General Posts Blogs about Employees Videos about Employees Average Reach of Social Media by Content High Employee Advocacy: +US$200K Annual Savings on Recruitment 50%of employees hired via Employee Referral Average Reach
  • 11. What if we could bottle the lightning and share it with the world?
  • 13. How We Do It? § We engage the workforce with well-designed user experience and game mechanics § We use behavioral data analytics to accelerate behavioral change § We design for and measure business impact Mobile Technology Gamification Data Analytics
  • 14. We believe that positive empowerment and people-centered strategies are the pillars to building successful enterprises We build humanised, digitalised solutions to nurture employee engagement, recognition and performance in the organisation Our Vision
  • 15. ENGAGEMENT PULSE SURVEY SELF-PACED LEARNING EMPLOYEE WELLNESS PEER FEEDBACK & GOAL SETTING SOCIAL COLLABORATION & PEER LEARNING REWARDS & RECOGNITION GAMIFICATION
  • 16. “We Gamify Employee Success”
  • 17. Drive and measure the adoption of core values Recognize positive behavior of employees with real-world rewards Provide a peer feedback solution that supports real time, anonymous feedback that give genuine constructive feedback to improve performance Support effective coaching with feedback analytics & agile goal setting Coaching RecognitionCore Values Open Culture Accelerate cultural adoption with Gamification Employee Adoption A Typical Client Engagement on Cultural Change
  • 18. Create @Alibaba Startup Contest 2017 Finalist IBM Watson Asia Pacific New Venture Challenge 2016 Finalist HR Association India Best Employee Engagement Platform 2017 Asia Pacific CIO Outlook 25 Most Promising SaaS Solution Providers 2016 Industry Recognition Gartner Hype Cycle Vendor for Worker Engagement Platform 2018 Recognized for Innovation
  • 20. Enterprise Gamification is not just about Intrinsic Motivation
  • 21. “What Causes Great Work?” According to over 1,000 employees Source: National Research by the Cicero Group, 2015
  • 22. Thank You for Your Time! We’d Love to Have a Chat! Linkedin: Mun Choong Lam Twitter: munchlam www.selfdrvn.com