Gamification

How Gamification Motivates the Masses
What’s new about gamification? Organizations have borrowed elements such as points and badges from games and used them to motivate people for a long time. Weight Watchers, Boy Scouts and Girl Scouts, and military organizations have been using this approach to motivate people for a half century, a century and millennia (respectively). Of course in those days, engagement was limited to the physical world. What’s new about gamification is that by means of a digital engagement model, motivation can be packaged into an app or device and scaled to engage an audience of any size at a very low incremental cost.
But not all companies are making the leap. As is often the case, some old guard companies will be blindsided by the transition to digitally delivered motivation. Others will stumble in their attempts to transition from what works in the physical space to the digital arena.
Weight Watchers provides a case in point. The popular weight loss program has historically relied on meetings to engage its more than 1 million members. But meetings are resource-intensive, requiring Weight Watchers to employ 56,000 people. In contrast, MyFitnessPal uses a digital engagement model to help people lose weight and exercise, and it supports 50 million users with approximately 75 employees. That’s the power of digital business. With a costly physical engagement model, Weight Watchers has struggled. Over the past two years, its meeting revenues have been declining along with its share price, and the CEO departed. Among other factors, the company blames its poor performance on “increased competition from Internet, free mobile and other weight management applications, activity monitors and other electronic weight management approaches.”
GAMIFYING GLOBAL YOUTH EVENTS
On the other hand, Craig and Marc Kielburger, founders of Free the Children, took a massive physical gathering and used gamification to extend engagement over time. The brothers’ mission is to inspire youth to act for global change. They created We Day, a series of events designed to “empower and enable youth to be agents of change.” We Day events, held in nine cities in Canada and three in the United States, bring together tens of thousands of youth in a stadium for a day of education, engagement, and inspiring speeches and performance focused on critical local and global issues.
While these massive events have become powerful opportunities to engage and inspire youth, the Kielburgers wanted to extend their mission even further. As Craig Kielburger explained, “Now the challenge, of course, is that We Day is one day. Our dream is to take that spirit and feeling of connectivity and empowerment and education that we see at We Day, and make it something that is far more constant in your life, and far more empowering — because you can connect on a daily basis with that energy and live that same spirit 365 days a year.”
To answer this challenge, Free the Children partnered with Telus to introduce We365, an app that digitally engages and motivates youth throughout the year. We365 uses gamification to motivate youth to complete challenges, track and verify volunteer hours, and be part of a larger community of people who are taking action for social good. We365 is exemplary of what gamification is really about — it is a way of packaging motivation into a digital engagement model and inspiring people to act.

MOTIVATION AT SCALE AND COST
While we should never underestimate the motivational power of a real-world pat on the back, there are many advantages of using digital over physical engagement — most notably scale and cost. Digital engagement models scale to virtually any number of participants at very low incremental cost, while physical engagement models have much higher incremental costs for each new participant. The result is that gamification provides the opportunity to package motivation into a digital engagement model and scale it at a much lower cost than a similar physical engagement model.
Nike builds gamification into products like the FuelBand to achieve the same thing
— packaging motivation into a digital engagement model 
— even if the audience and the goal are different, the method is the same.

As Stefan Olander, Nike’s VP of digital sport, states, “The more people move, the better it is. So, we have products that can inspire and enable everyone to be more active.”
Gamification can be used to package motivation and engage many different audiences in many different activities. Organizations like DirecTV, NTT Data and the U.K.’s Department for Work and Pensions are using gamification to motivate employees. Companies like Barclaycard, Vail Resorts and BBVA are using gamification to motivate customers.  In all these cases, the common denominator is the same — packaging motivation into a digital engagement model.
There is no magic in gamification — it uses the same motivational techniques that have been around for centuries. Building self-esteem and re-enforcing it with peer recognition is a powerful means of unlocking motivation. Gamification leads players on an experience to help them to achieve their goals, and while that’s important, it’s not entirely new. The real news with gamification is the digitalization of motivation, and in the near term it will become a key part of every organization’s digital business strategy.

Gamification harnesses the power of games to motivate


Walk through any public area and you’ll see people glued to their phones, playing mobile games like Game of War and Candy Crush Saga.
They aren’t alone. 
·         59% of Americans play video games, and contrary to stereotypes, 
·         48% of gamers are women.
·         The US$100 billion video game industry is among the least-appreciated business phenomena in the world today.
But this isn’t an article about video games. It’s about where innovative organizations are applying the techniques that make those games so powerfully engaging: everywhere else.
Gamification is the perhaps-unfortunate name for the growing practice of applying structural elements, design patterns, and psychological insights from game design to business, education, health, marketing, crowdsourcing and other fields. Over the past four years, gamification has gone through a cycle of (over-)hype and (overblown) disappointment common for technological trends. Yet if you look carefully, you’ll see it everywhere.

TAPPING INTO PIECES OF GAMES

Gamification involves two primary mechanisms. The first is to take design structures from games, such as levels, achievements, points, and leaderboards — in my book, For the Win, my co-author and I label them “game elements” — and incorporate them into activities. The second, more subtle but ultimately more effective, is to mine the rich vein of design techniques that game designers have developed over many years. Good games pull you in and carry you through a journey that remains engaging, using an evolving balance of challenges and a stream of well crafted, actionable feedback.
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A Khan Academy user profile with lots of stats and achievement medals to spur learning. Khan Academy
Many enterprises now use tools built on top of Salesforce.com’s customer relationship management platform to motivate employees through competitions, points and leaderboards. Online learning platforms such as Khan Academy commonly challenge students to “level up” by sprinkling game elements throughout the process. Even games are now gamified: Microsoft’s Xbox One and Sony’s PS4 consoles offer a meta-layer of achievements and trophies to promote greater game-play.

The differences between a gamified system that incorporates good design principles and one that doesn’t aren’t always obvious on the surface. They show up in the results.
https://62e528761d0685343e1c-f3d1b99a743ffa4142d9d7f1978d9686.ssl.cf2.rackcdn.com/files/75092/width668/image-20150317-22297-1hx887r.jpgMastering spanish becomes like a game with the thoroughly gamified app Duolingo. Tim Bonnemann, CC BY-NC-SA
Duolingo is an online language-learning app. It’s pervasively and thoughtfully gamified: points, levels, achievements, bonuses for “streaks,” visual progression indicators, even a virtual currency with various ways to spend it. The well integrated gamification is a major differentiator for Duolingo, which happens to be the most successful tool of its kind. With over 60 million registered users, it teaches languages to more people than the entire US public school system. Look into the Malaysian education system and see what a world of difference this and us, a frog jumps away…

Most of the initial high-profile cases of gamification were for marketing: for example, USA Network ramped up its engagement numbers with web-based gamified challenges for fans of its shows, and Samsung gave points and badges for learning about its products.
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Even blogging comes with achievement medals to unlock. Chris Messina, CC BY-NC-SA
Soon it became clear that other applications were equally promising.

Today, organizations are using gamification to: 
·         enhance employee performance,
·         promote health and wellness activities,
·         improve retention in online learning, 
·         help kids with cancer endure their treatment regimen, and 
·         teach people how to code, to name just a few examples.

Gamification has potential anywhere that motivation is an important element of success.

GAMIFICATION HARNESSES INNATE DRIVES

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It’s human nature to enjoy playing and solving.MIKI Yoshihito, CC BY
Gamification works because our responses to games are deeply hard-wired into our psychology. Game design techniques can activate our innate desires to recognize patterns, solve puzzles, master challenges, collaborate with others, and be in the drivers’ seat when experiencing the world around us. They can also create a safe space for experimentation and learning. After all, why not try something new when you know that even if you fail, you’ll get another life?

The surface dimension of gamification is motivation through rewards: Earn some points, top the leader board, get a badge, win a prize and repeat. Behaviourists such as the legendary B F Skinner called this operant conditioning, and it does work … to a point. If there’s really no point to the points, users lose interest. That’s apparently what happened to marketing-driven Samsung Nation, one of the most prominent early gamification examples. Today it’s nowhere to be found on the Samsung website.
Shallow gamification can even be harmful, if it’s used to manipulate people toward results that aren’t truly in their interest, or if it suggests that rewards are the only reason to do otherwise intrinsically engaging activities.
The systems that avoid these pitfalls take games seriously. In a good game, the points and the leader boards aren’t what really matter; the true reward is the journey. Gamification systems that emphasize progression, provide well designed informational feedback, and look for ways to surprise and delight their players can remain engaging for the long haul.
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It’s still early in the development of gamification as a business practice. In the next stage, expect gamification features to be incorporated more consistently into software and content platforms, the way social media capabilities are today. And look for systems to take advantage of the wealth of behavioural data from user interactions to refine their effectiveness, as online games have done for years. The next person you see glued to their phone or their computer screen just might be learning or doing their job.


Gamification tools motivate workers

but not as much as money

A new report indicates that gamification tools effectively motivate and engage employees at work, but money and promotions are still the most effective rewards.

Employees enjoy corporate gamification tools and techniques designed to entice them to complete tasks for rewards, but they are still more motivated by money, according to a new survey of more than 500 workers from gamification software company Badgeville and facilitated by Instantly, a provider of consumer insights tools. Specifically, 78 percent of workers say their companies use gamification tools, and 91 percent say gamification improves their work experience. However, 70 percent cite money as the most powerful tool for engagement.

Gamification tools are intended to motivate employees to complete tasks through a sense of competition and the possibility of awards or recognition. Of the employees surveyed, entry-level through executives, 90 percent say they are more productive because of gamification tools, and 95 percent enjoy using them. 
What if we were able to show you a blend in of Gamification with Rewards & Badges & Monetary effect that has an average improvement by 25% in service, work quality and performance!
The top benefits of corporate gamification include an increased desire to be at work and feel engaged (30 percent) and the inspiration to be more productive (27 percent). Team building (83 percent) and training (64 percent) are the areas in which gamification is used most often, according to the report.

GAMIFICATION MEETS IT

Steve Sims, chief design officer at Badgeville, says gamification is becoming more common in the corporate world, and IT departments play important roles. "IT can expect to be asked to partner on implementing these [gamification] initiatives in a wide variety of areas, including sales and service performance management, communities, learning and development and innovation," he says. "We are seeing that IT itself can benefit from gamification in a wide range of areas, including compliance, code cleanliness, timeliness of project delivery, and other optimizations."
While gamification is an effective motivational tool, other factors dominate employee determination at work, according to the survey. Respondent say monetary rewards engage them the most (70 percent), followed by recognition (62 percent) and promotions (58 percent).
Lower on the list are collaborative team goals or challenges (45 percent) and internal software collaboration tools (27 percent).
Money was also cited as the top motivator in the workplace (31 percent) followed by good performance (27 percent) and personal satisfaction (14 percent).
Modern workers want to use gamification systems, but they don't want to be forced to use specific tools. The majority of people polled expect modern companies to have gamification systems (63 percent), but more than half (58 percent) say they are required to use the tools provided to them. And nearly half (48 percent) of the people surveyed say they use between three and four different systems.


Beyond the hype

5 ways that big companies are using gamification

For sure, gamification – or the use of game mechanics in non-entertainment contexts – is one of the most overhyped and misunderstood subjects in enterprise today.
Yet from humble beginnings in 2010, M2 Research projects that companies will spend upwards of $2 billion on gamification services by 2015. By that same point, Gartner Group’s Brian Burke forecasts that 70 percent of the Global 2000 will employ gamification techniques, but that 80 percent of those projects will fail unless they’re designed thoughtfully. To meet these needs, we believe U.S. companies will need 5,000 certified gamification designers over the next three years to infuse every aspect of their operations with the science of engagement.
For in the book, “The Gamification Revolution”, we looked at hundreds of leading companies that have successfully leveraged gamification in the enterprise to see how they found success. Here are the top five areas where companies are using gamification to find efficiencies and gain a competitive advantage:

RECRUITMENT AND HIRING

Companies have used games to recruit for some time, but with social and game technologies it’s become more effective. Most famously, Google posted a billboard in Silicon Valley with a tough math question that led users through a series of game-like challenges, and eventually to a special job application queue; those who could solve the puzzle were “pre-screened” in a fun way.
Companies like Quixey have adapted Google’s approach (sans billboard) and recruit using a reality TV-style game that yields qualified engineering candidates for under $4,000/each – compared to $20,000-plus using traditional recruiters. The U.S. Army-developed America’s Army game has brought millions of potential recruits to the attention of the armed forces and has become its most cost-effective recruitment strategy (and one of the world’s most popular games on the way).
On a larger scale, Domino’s Pizza developed a game called Pizza Hero where you can pretend to be a pizzaiolo and make pies the way you like. The app lets you order pizza for delivery based on your design and apply for a job at your local Domino’s – if you’re good enough.

EMPLOYEE TRAINING AND DEVELOPMENT

Like Domino’s, Marriott needs to hire upwards of 50,000 people per year to fill positions in its hospitality division – and those employees also need training. So the company developed a game called My Marriott Hotel that lets you play various hotel roles, develop a basic understanding of how they work and apply for a job. The simplicity of My Marriott Hotel led to over 25,000 players joining in the first week, and is part of a major growth cycle of similar training games that are as easy to play as Angry Birds.
Several other major multinationals are finding success too:  
·         Siemens use its online game Plantville to train plant operators;
·         GE Healthcare’s Patient Shufflegame teaches health care workers how hospitals work; and
·         Sun Microsystems built an adventure game to replace its stuffy new-hire onboarding training.

For many companies, gamified training has lowered costs and raised engagement by over 50 percent.

EMPLOYEE FEEDBACK

The lack of adaptability of employee feedback has led many leading organizations to question the structure of the annual review. Enter gamification-based recognition systems like Work.com (formerly Rypple), DueProps and PropstoYou. They use gamified approaches to persuade employees to provide feedback instantly on their mobile device. This peer recognition is turned into social achievements (like badges and leader boards) that are shared throughout the organization, and typically replace direct cash bonuses or “spiffs.”
Companies like LivingSocial, Spotify and Facebook have embraced the approach, replacing annual reviews in many cases. The fun, instantaneous feedback loops have driven employee engagement to over 95 percent on an opt-in basis at many installations. Early successes led Salesforce.com to buy Toronto-based Rypple for a reported $65 million after just two years in operation, rebranding it as Work.com late last year.

HEALTH AND WELLNESS

One critical approach to increasing employee performance is by helping to improve their health and wellness. Besides having the effect of improving cognition, it also results in reduced absenteeism (and thus health insurance costs, too). NextJump, a New York-based employee-incentive startup, has gotten international attention for its gamified approach to encouraging employee fitness.
Using team-based competition and peer support, over 80 percent of the company’s employees currently go to the gym two-plus times a week without a mandate. Similarly, to help others gamify workplace health, startups like Keasdeliver “wellness as a service” (WaaS?) to customers like Pfizer and Reed Elsevier.

CREATING NEW PROFIT CENTERS

As gamification’s power to change the enterprise has grown, it has also become a profit center for early adopter organizations. IBM developed a game-based BPM (Business Process Management) simulator called Innov8 that has spawned several B2B products, including a game called City Manager aimed at municipal executives.
Today, the Innov8 platform is used by over 1,000 institutions to teach BPM, and has become the company’s number-one lead generator. Similarly, global consulting giant NTT Data has built a platform called GO! that enables its 60,000 worldwide employees to gamify BPM and professional development, helping the company close and retain clients.
So where are you in the trend in developing a more system mathic gamification well being filled of challenges and rewards system for your company and team. Investment can be minimal to the maximum based on how detailed you would want it to be.
We are on the clash of generations in X, Y, Z & Millenial. Gamification would bring the best in all and creation of “GENERATION K”.

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