gamification in employee engagement - 5 success stories - manu melwin joy
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5 Success StoriesGamification in Employee Engagement
Prepared By Manu Melwin Joy
Assistant ProfessorSCMS School of Technology and Management
Kerala, India.Phone – 9744551114
Mail – [email protected]
Kindly restrict the use of slides for personal purpose. Please seek permission to reproduce the same in public forms and presentations.
5 Success Stories
1. Aspire 2. Idea Street3. Microsoft Case Study4. Plant Ville5. The Wikipedia Adventure
ASPIREGamification 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.
Idea StreetGamification in Employee Engagement
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.
Microsoft Case StudyGamification 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.
PLANTVILLEGamification 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.
The Wikipedia AdventureGamification 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.