Gamification for Employee Engagement: Strategize, design, and implement gamification to successfully engage your employees
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About this ebook
Akila Narayanan has over a decade of experience in the IT industry and is currently working as Project Manager with one of the global IT leaders. She is a social business enthusiast and evangelist with vast experience managing complex and strategic projects for insurance customers. She specializes in enabling social business and gamification for insurance customers, has published thought papers and created customer mindshare. She holds a bachelor’s degree in engineering from University of Madras and is PMP, AINS certified. She has completed the online gamification course offered by coursera.org.
Over the years, business environments have changed considerably, and the needs of the employees have changed along with it. A big challenge amongst businesses to retain and nurture the best talent. With gamification you have the opportunity, when done correctly, to engage and establish mutual trust and better retention. This book will show you what, where, when and how gamification should be applied within a business context. With focus on practical illustrations and creative ideas for implementation, by the end of this book you will feel confident on how to successfully incorporate gamification into your business.
Over the years, business environments have changed considerably, and the needs of the employees have changed along with it. A big challenge amongst businesses to retain and nurture the best talent. With gamification you have the opportunity to engage and establish mutual trust and better retention. This book will show you what, where, when and how gamification should be applied within for your business needs. With focus on practical illustrations and creative ideas for implementation, by the end of this book you will feel confident on how to successfully implement gamification to ensure a collaborative culture and sustaining engagement at your workplace.
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Gamification for Employee Engagement - Akila Narayanan
Table of Contents
Gamification for Employee Engagement
Credits
About the Author
Acknowledgments
About the Reviewers
Preface
What this book covers
Who this book is for
Conventions
Reader feedback
Piracy
1. Employee Engagement and Gamification
Understanding the employee needs
Baby Boomers
Gen X
Gen Y/Millennials
A classic case of employee engagement
A story scenario
Inference
Employee engagement quotient and the 5 Whys
Employee engagement survey
Common causes of disengagement
A story scenario
The solution
Driving engagement the SMART way
Satisfaction
Motivation
Extrinsic motivation
Intrinsic motivation
A story scenario
Inference
Advancement
Recognition
Trust
A story scenario
Inference
Defining enterprise gamification
Process-centric gamification
Case study – 1
Case study – 2
User-centric gamification
Case study – 1
Case study – 2
Gamification catalyst for employee engagement
Game mechanics at enterprises
Gamification and Gen Y
Accelerating engagement among employees
Driving behavioral changes
Case-study
Takeaways for employers
Inducing intrinsic motivation
Case-study
Takeaways for employers
Seeding corporate social responsibility
Case-study
Takeaways for employers
Better synergy and collaboration
Case-study
Takeaways for employers
Summary
2. Gamification in Action
Gamification and organizational management
Gamification and enterprise business processes
Business unit – Sales and Marketing
Business process – Managing salesforce performance
Context
Gamification in action
A story
Inference
Benefits
Business unit – Human Resources
Business process – Recruitment
Context
Gamification in action
Benefits
Business unit – Administration
Business process – Supervising housekeeping services
Context
Gamification in action
Benefits
Business unit – Research and Development
Business process – Managing product development
Context
Gamification in action
Benefits
Business unit – Training
Business process – Imparting continuous learning
Context
Gamification in action
Benefits
Business unit – Contact Center
Business process – Managing agent performance
Context
Gamification in action
Benefits
Other key areas of applicability
Employee collaboration
Process improvements
Compliance adherence
Project management
Sustainability
Summary
3. Enterprise Gamification – Strategize
The need for an enterprise gamification strategy
Defining the business objectives
Defining the high level objectives
How might we encourage reuse of assets within the enterprise?
Framing the SMART goal
Listing the pain points
Grouping the action items
Identifying the target audience
Perceiving the player types
Classifying employees as players
Understanding the target audience behavior
A story scenario
Validating the business case for gamification
Understanding the system of engagement
How can gamification help?
Formulating the hypothesis
Gathering the data
Analyzing data
Force field analysis
Making the go / no-go decision
A quick recap
The validation checklist
Summary
4. Enterprise Gamification – Design
Understanding design thinking
Design thinking approach
Characterizing a design think tank
Why should we apply design thinking to gamification?
The design thinking process
The research phase
Collecting data
Analyzing the data
The ideate phase
Generating ideas
Selecting ideas
Refining ideas
The prototyping phase
Developing the prototype
The testing process
Gathering feedback
Finishing or proceeding to iterations
A quick recap
Case study
Collecting data
Survey questionnaire sample
Analyzing data
Partial survey response
The ideating phase
Generating the ideas
Selecting the ideas
Refining the ideas
The prototyping phase
Developing the prototype
The testing phase
Gathering feedback
Finishing or proceeding to further iterations
Summary
5. Enterprise Gamification – Implementation
Gearing up for implementation
Selecting the right gamification platform
Build versus buy
Defining a roadmap for pilot implementation
Building the system
Case study
Business context
Pilot description and goals
Feature set
Technical considerations
Target audience and behavior
Devising feedback loops
Gamification rules (game mechanics)
Sample use cases
Use case 1: Getting started
Use case 2: View home page
Use case 3: Publish assets
Use case 4: Upgrading a consumed asset
Use case 5: Analytics and reporting
Measuring and monitoring outcomes
Case study
Defining Key Performance Indicators (KPIs) and metrics
Measure KPIs and metrics
Evaluating pilot success
Scaling from pilot to full-blown launch
Summary
6. Sustaining Outcomes and the Road Ahead
Sustaining outcomes
Developing adoption strategies
Promoting awareness
Helping with tips
Starting with incentives
Spotting owners and evangelists
Publishing success stories
Beyond Points, Badges, and Leaderboard
Sense of surprise
Creating unanticipated moments
Adding the fun factor
Sense of progression
Reinforcing progressive feedback
Enhancing skills
Sense of recognition
Visibility at workplace
Appreciation from colleagues in social graphs
Sense of value
Empowerment to embark on certain activities
Identifying substitutes
Contributing to a larger purpose
Rewards approach
Reward structure
Seeding the culture
The road ahead
Near-term possibilities
Gamification aliases
Gamifying core business processes
More social, more collaborative
Making it mobile
Tapping Big Data
More failures anticipated
Long-term possibilities
Goodbye to the term gamification
Engaging with wearable gadgets
Exploiting big data
Learning from adjacent worlds
Changing personas
Relating to a purpose
A story scenario
Think and act human
Summary
Gamification for Employee Engagement
Gamification for Employee Engagement
Copyright © 2014 Impackt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Impackt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Impackt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Impackt Publishing cannot guarantee the accuracy of this information.
First published: December 2014
Production Reference: 1241214
Published by Impackt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78300-134-7
www.Impacktpub.com
Credits
Author
Akila Narayanan
Reviewers
Sanjay Abraham
Mohit Garg
Commissioning Editor
Richard Gall
Content Development Editor
Amey Varangaonkar
Copy Editors
Ankur Ghiye
Rohith Rajan
Project Coordinator
Priyanka Goel
Proofreaders
Simran Bhogal
Maria Gould
Ameesha Green
Paul Hindle
Production Coordinator
Melwyn D'sa
Cover Work
Simon Cardew
About the Author
Akila Narayanan has over a decade of experience in the IT industry and is currently working as a project manager with one of the global IT leaders. She is a social business enthusiast and evangelist with vast experience managing complex and strategic projects for insurance customers. She specializes in enabling social business and gamification for insurance customers, has published thought papers and created customer mindshare. She is an avid blogger in her organizational community and her areas of interest include project management, people/human resource management, behavioral analysis, motivation, process and quality, knowledge management, social business, gamification, and innovation. She is also interested in convergence of social, mobile, cloud, and analytics technologies. She has a strong passion for enabling people, a keen observer and an empathic thinker. She holds a Bachelor's degree in engineering from University of Madras and is PMP, AINS certified. She has completed the online gamification course offered by coursera.org.
Akila Narayanan is based out of Chennai, India. She can be reached at https://www.linkedin.com/pub/akila-narayanan/46/27b/403.
Acknowledgments
Thanks to one and all at Impackt Publishing for having given me this maiden opportunity. The entire crew behind the scenes deserves fullest credits for their fantastic work and support.
Thanks to my parents Sumathi and Narayanan, for being my life support system. Whatever I am today, I owe it all to you.
Thanks to my role model and friend Anuradha Sundararajan, for being an eternal source of inspiration. You made all the difference in my life.
Thanks to my best friend Deepa Manjari Sampathrao, for being the best. I know you will stand by me, no matter what.
Thanks to my batch mates Kumaravel Manickam Kandan and Raam Vaidyanathan, for being there, always. I cherish your friendship a lot.
Thanks to Raveendran N in whose small firm I learnt to crawl as a professional, and Mohan Subramanian for referring me to a corporate organization.
Thanks to the thought leaders Ashok Kumar Jothimani, Sukumar Rajagopal, and Shyam Sundar Nagarajan, who have shaped, inspired, and influenced me respectively in the professional arena.
Thanks to Ashok, you led by example demonstrating the value of employee engagement. I developed a lot of professional traits by observing you in close quarters. In fact, you introduced me to blogging and that has done a world of good for me.
Thanks to Sukumar, you inspired me through illuminating blog posts, encouraged me with your thoughtful comments, nudged me the most to write a book, especially pointed out the value of non-fiction writing to me.
Thanks to Shyam, you introduced me to Whitepapers, imparted knowledge on the subject of gamification, made me feel valued for my contributions at the workplace, and rekindled the passion and much more.
Thanks to Kevin Werbach whose brilliant online course I attended on gamification through https://www.coursera.org/. I recommend the course to each one of you interested in the subject.
Thanks to my blogging gurus Meenakshisankar M and Anbu Muppidathi and the entire blogging community of my current organization for their constant encouragement and support.
Thanks to my favorite boss Lakshmi Narasimhan Srinivasan and to all the other esteemed bosses and leads from whom I have learned the nuances of employee engagement. And thanks to all those friends, colleagues, relatives, and well-wishers whom I couldn't single out here but have helped me in one way or the other in my journey of life.
Thanks a bunch to God for bringing all these wonderful people into my lives. Special thanks to all those wonderful readers, who would be buying (hopefully) or who would happen to read this book.
About the Reviewers
Sanjay Abraham is a social business, gamification, analytics and mobility consultant. He has 15 years of experience into software consulting, understanding business needs and positioning the right software solutions for enterprises. His personal area of passion is to help enterprises have the right digital strategy through Social, Mobile, Analytics and Cloud (SMAC). As an evangelist and consultant into social business, gamification, analytics and mobile, he helps enterprises redefine the way business is done.
He has a flair for writing on technology and business topics too and is a regular blogger at Innovation, Insights or WIRED, Business2Community, Yahoo, SAP, IBM, and Jive communities. He is also featured as a Social Business thought leader by Jive in January 2014.
Sanjay staunchly believes, digital transformation could radically change the way business is done. Presently, enterprises get just 45 percent value from their existing technology systems. As embracing digital transformation could often be a daunting task for enterprises, his initiative called Enterprise CLINIC, which he passionately drives, is to help organizations visualize and explore new technologies and evaluate products and platform.
He is experienced into Enterprise Collaboration, Social Business, Enterprise Social network (ESN), Enterprise Innovation Management (EIM), Social Onboarding and Learning, Social Project Management, Communities Management, Gamification, Enterprise Mobility- Mobile Device and Content Management, BYOD, Big Data Analytics and Data Visualization, Enterprise File Sync and Sharing (EFSS), content collaboration and Enterprise Identity and Access Management (EIAM).
Presently, he works as Director- Consulting with CTPRD and drives new technology initiatives in the social, analytics, and mobility space for verticals such BFSI, Government, ITeS, Insurance, Education, Retail and so on.
Prior to this, his assignments were with IT giants such as Tech Mahindra as DGM and Avaya GCL as Head of Business Applications.
He holds a Bachelor's degree in engineering (Computer Science) and PG diploma in Business Management both from Barkatullah University, Bhopal, India.
Mohit Garg is the co-founder of a fast-growing technology company, MindTickle and an avid gamification evangelist and blogger. He has co-authored IEEE publication titled Application of Online Gamification to New Hire Onboarding (ISBN: 978-1-4673-5729-6).
MindTickle is a social and gamified platform for next generation online learning. MindTickle was awarded the #1 platform globally at the Gamification Summit, San Francisco for the Best use of engagement techniques in HR and Cool Vendor by Gartner. MindTickle serves over 65,000 corporate learners today from several Fortune 500 and leading organizations across the globe.
Mohit has a diverse work experience spanning across 16 years and four continents. Prior to cofounding MindTickle, he was the Director in PwC's management consulting practice at New York, and has been a senior member of product teams in the Silicon Valley. He was awarded as Entrepreneur of the Year by Startup Leadership Program (SLP) in 2012. Mohit holds an MBA degree from the Indian School of Business and MSEE from Stanford University.
Mohit lives at Mountain View, California and enjoys running, snowboarding, and spending time with his one-year-old son.
Preface
There are certain buzzwords that are more intriguing than the rest. Gamification is