Gamification is one of the
interesting concepts I had explored in spring. Kids are often intrigued by
interesting games. Most of us grew up playing some kind of games. Which was
your favorite? Adults are no exception, gluing themselves to chairs and facing computer
screens all day. In layman terms, gamification leverages on the inherent
fun-loving nature of human beings to improve engagement and achieve certain
behaviors. Behaviors can be desirable or otherwise. Game creators are
responsible for designing games for the betterment of humankind.
The spring class 15.571 “Business
Strategy and the Role of IT” was taught by Dr. Jeanne Ross, Director, Center
for Information Systems Research at MIT. The semester long class project
provided the opportunity for my project team to work closely with Fidelity. The
aim of the project was to evaluate and analyze the existing level of customer
engagement with Fidelity’s online financial tools, and put forward
recommendations to improve customer engagement via gamification. My team did
extensive research on gamification. One of the literatures we found
particularly useful was “Gamification by Design”, where most ideas for the
class project and this article should be credited to.
Eventually, my project team
presented five recommendations to Fidelity (Lee, Schlossberg, Seelhof, Teo, &
Wong, 2012). Instead of going into the details of the recommendations, I
thought it would be interesting to generalize the framework of our
recommendations for a wider range of applications. In this article, I attempted
to apply gamification concepts to the workplace. The framework consists of five
key elements, namely engagement score, onboard, direct, progress, and rewards.
Engagement score
Before the game starts, we need
to know exactly how engagement is measured. If the games are to be played over
the Internet, some components of the score are virality, duration, frequency,
recency, and ratings. Virality indicates the circulation on the Internet (e.g.
number of retweets, number of shares, and number of likes) while rating gauges
how the players like the game (e.g. number of stars in a movie or book reviews).
Duration quantifies the length of visit, frequency measures the number of
revisits, and recency determines the last visit. Depending on the intent of the
game, components of the score can have different levels of significance.
What about gaming at the
workplace? How engaged are the employers? Engaged employees tend to be more
productive, which eventually leads to the success of the company. Employee
surveys and feedback can measure the level of engagement. Of course, the right
questions must be asked and these questions differ from company to company.
Other indicators of engagement can be turnover rate, employee satisfaction, and
employee absenteeism.
Onboard
The first minute game experience
is crucial. It determines if the player is going to stay, return, and recommend
the game to his social circle. Netizens have liked, shared, and invited their
friends to play games they enjoyed on Facebook.
At the workplace, the employees’
physical presence is not good enough. The manager must win over their hearts.
Get them onboard, emotionally. First impression counts. The word-of-mouth effect
is powerful. Like it or not, people will talk about the organization, within or
outside. Onboarding starts from day one, or maybe during the first interview.
Direct
Once the player is onboard, the
next step is to direct him to his area of interests as quickly as possible. A
group of tourists enters an amusement park and they look for signs and maps to direct
them.
Employees have different
interests and desired career paths. Finding a good fit is the important next
step. Mentoring is analogous to directing in the game of work.
Progress
Keeping the player engaged is the
most difficult part of the game. The player becomes bored and loses interest if
the game is too easy. On the contrary, the player gets frustrated and dreads
playing if the game becomes too difficult. The key is to keep the player
sufficiently challenged, yet allowing him to advance in the game. Game designers
need to master the “flow” between boredom and frustration. Think of the
progress bar. Players want to see the bar progress move from 0% to 50% to 100%. Once
completed, it’s time to enter the next higher level. Individual and team
progress are mutually supportive.
The same is at the workplace. To
employees, progression is one of the most important things they constantly look
out for, if not the most. It needs to be carefully designed to sustain interest
and engagement. Building a strong support network is part of progress, together
with directing/mentoring.
Rewards
Rewards are incentives for the
continued engagement of gamers. Rewards come in the form of status, access,
power and stuff (SAPS). Credit card providers reward customers by upgrading
them to different status (e.g. silver, gold, platinum), depending on the number
of frequent flyer miles collected for example. High net worth banking clients
enjoy privileged access to exclusive venues and events, depending on the amount
of assets under management. High performing and established gamers are given
the authority to moderate discussions or have some form of control over other
gamers. Coffee chains reward loyal customers with free beverages (stuff) for
every set of loyalty stickers collected.
While SAPS come with career
progression and promotions, monetary means are not the only ways to recognize
and reward individuals. A simple “thank you” or gesture does the trick. Rewarding
performing teams with a dinner appointment with the CEO can work wonders (i.e. access to senior management and reward with good food/stuff).
Look around. The elements of
games are everywhere. Based on the engagement score, adjustments are made to
the onboard, direct, progress, and rewards elements. If the gaming effect could
be harnessed, there would certainly be more happy and engaged people around, as
well as more success stories. Are you game?
Thanks very much for reading.
Works Cited
Lee, H., Schlossberg,
E., Seelhof, M., Teo, K. S., & Wong, M. F. (2012). Fidelity Engagement and Gamification. MIT.
Zichermann, G., &
Cunningham, C. (2011). Gamification by
Design. O'Reilly Media, Inc.
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