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Enterprise Gamification of the Employee Development process at an Infocom Consultancy Company Kristoffer Frang Robin Mellstrand

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Page 1: Enterprise Gamification

Enterprise Gamification of the Employee Development process at an Infocom Consultancy Company

Kristoffer FrangRobin Mellstrand

Page 2: Enterprise Gamification

70% of the worlds 2000 largest organisations will have at least one gamified platform by 2014

Gartner (2011)

Page 3: Enterprise Gamification

$120M (2011) -> 1.6Bn (2015) Low engagement for the employee development process

RQ2Develop a proof of concept of a game layer for the competence model

RQ1What is gamification and how does it work?

Page 4: Enterprise Gamification

February

June

Page 5: Enterprise Gamification

February

June

Page 6: Enterprise Gamification

60 Million Users70 Million in-game hours / week

5,93 million in-game years(!)

The Explosion of Games

3,3 millions hours per day40 million monthly active users

Page 7: Enterprise Gamification

Gamers play WoW, Angry Birds and Farmville each year as much as all the Swedish people spend at work.

~

Gamers are Everywhere

Page 8: Enterprise Gamification

GAMIFICATION

Gamification to Engage!

Page 9: Enterprise Gamification

Gamification Definition

Page 10: Enterprise Gamification

What is a Game?

Why does Games Work?

Page 11: Enterprise Gamification

Direct Feedback

Game Structure

Effort

What is a Game?

Page 12: Enterprise Gamification

Intrinsic Motivation

Yahoo AnswersOver 9 millions answered questions

S&H Green Stamps”licking frenzy”

Facebook Likes65 million likes every day(2010)

LinkedIn Progress Bar

Page 13: Enterprise Gamification

Real Awards vs. Perceived Awards

Alieved Fear

Alieved Happiness

Page 14: Enterprise Gamification

Short Feedback Loop

Feedback

StructureEffort Result- Development - Project Delivery - Customer Satisfaction- Place Object - Game Rules - Lines Removed

- Points (Direct)- ??? (Annual at best)

Page 15: Enterprise Gamification

Conclusions

”Games are structured challanges at the limit of the gamers ability with a direct feedback-loop”

Feedback

Page 16: Enterprise Gamification

Theory for Designing an Engaging Game

Changing Behaviour

?Desire Profile

Game Frame

Page 17: Enterprise Gamification

February

June

Page 18: Enterprise Gamification

?

Page 19: Enterprise Gamification

?

What motivates the employees of Cybercom?

Which are the obstacles for behavioural change?

Achieving a sense of completion

Competition

Do not understand the competence model

Do not see the utility of the model

Thinks it’s too much work to use it

Gaining recognition

Page 20: Enterprise Gamification

February

June

Page 21: Enterprise Gamification

How do we play the game?

Page 22: Enterprise Gamification
Page 23: Enterprise Gamification

Setting personal goals

Daily work

Writing the log

Project evaluations

Annual evaluation

Year start

Year end

Structure Effort Feedback

Continuouslyover the year

Page 24: Enterprise Gamification

Setting personal goals

Daily work

Writing the log

Project evaluations

Annual evaluation

Year start

Year end

Continuouslyover the year

Structure Effort Feedback

Evaluation?

Page 25: Enterprise Gamification

Setting personal goals

Daily work

Writing the log

Project evaluations

Annual evaluation

Year start

Year end

Structure Effort Feedback

System generated feedback

Page 26: Enterprise Gamification

February

June

Page 27: Enterprise Gamification

Game Structure

Page 28: Enterprise Gamification

The Competence Model

Interactive Visualisation of the Competence Model• Exploratory way of learning.• Recognising patterns and

Enlightenment.

Competence Model Time Line• Focus on Ability• Enlightenment

Page 29: Enterprise Gamification

The Log

Manage Entries• Focus on Ability (Fast, Simple)• Assess your own performance• Gaining Recognition for

Achievement• Achieving a Sence of

Completion

Log Visualisation• Structured Log• Map to Competence Model• Map to Personal Goals• Enlightenment

Page 30: Enterprise Gamification

The Roadmap

Roadmap Visualisation• Create Awareness of One’s Performance• Achieving a Sence of Completion

Personal Goals• Clear Overview of Personal Goals• Connect Activities to Personal Goals• Gaining Recognition for Achievment• Achieving a Sence of Completion

Page 31: Enterprise Gamification

Community

Profile Page• Increase Awareness of Internal

Competences at Cybercom• Institute a Way to Show Game

Awards• Being the Centre of Attention• Gathering Knowledge

Page 32: Enterprise Gamification

Community

User-to-User Feedback• User-to-User Feedback

Through Comments• Knowledge Sharing• Increase Community

Engagement• Gaining Recognition for

Achievement

Page 33: Enterprise Gamification

The Game Layer

Page 34: Enterprise Gamification

Problems and Weaknesses

Continous Improvement

Game Commitment

Employee Resistance

Page 35: Enterprise Gamification

ROI

Time

Competence Model ROI

Motivated and

Engaged Employees

Aware and Goal-

Orientated Development

Page 36: Enterprise Gamification

The Future of Gamification

”Market value of gamification$120M (2011) -> $1800M (2015)”

”70% of the worlds largest organisationswill use gamification by 2014”

It’s hard to measure the ROI ”Gamification is the new social media”

Page 37: Enterprise Gamification

That’s all from us.

Thanks for listening.

Page 38: Enterprise Gamification

Behaviour

Trigger

MotivationAbility

Dr. BJ Fogg’s Behaviour Model

Page 39: Enterprise Gamification

Dr. BJ Fogg’s Behaviour Model

moti

vatio

n

ability

boring behaviour

motivatingbehaviour

difficultbehaviour

simple behaviour

activitionthresholdtriggers

fail here

triggerssucceed here

Page 40: Enterprise Gamification

The Model and Gamificationexample: social media

Trigger:

Email with direct link

Motivation:

Social Contact

Ability:

Single click

Page 41: Enterprise Gamification

moti

vatio

n

ability

boring behaviour

motivatingbehaviour

difficultbehaviour

simple behaviour

activitionthreshold

Putting the elements togetherexample: social media

Nära vän

Bekant

Page 42: Enterprise Gamification

The Model and Gamificationexample: gamification

Power, Independence, Curiosity, Acceptance, Order, Saving,

Honour, Idealism, Social contact, Family, Status , Vengeance,

Romance, Physical activity, Tranquility

Social Contact

Page 43: Enterprise Gamification

moti

vatio

n

ability

boring behaviour

motivatingbehaviour

difficultbehaviour

simple behaviour

activitionthreshold

The Model and Gamificationexample: extra points for recruiting new users

Trigger:

Email: extra pointsand suggestions

Motivation:

Status/Saving

Ability:

Single click

Climb the leaderboard

Email

Easy to invite