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Written by Gal Rimon
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Thursday, 11 April 2013 16:30 |
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L adies and Gentlemen, start your engines! You have less than 90 days to turn a new recruit into a productive employee. Sure, you have a well-established Onboarding process. But it is BORING and the new recruits consider it a burden. How to gain faster time-to-productivity? How to engage your new recruit in the Onboarding process? How to reduce failure and early-attrition rates? The concept of Gamification might help to improve the process. Gamification, involves applying Gaming dynamics and mechanisms in a non-game environment for the purpose of improving engagement. Let’s dive into the process with Martin. Martin is a seasoned sales person, he just signed the contract and should join our company in 30 days. |
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Written by Mario Herger
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Friday, 29 March 2013 04:55 |
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When the goCatch team saw the first time a taxi-driver fist-pumping, they knew they were on to something. The reason for the happy taxi-driver was not a great tip or a good fare that he had gotten, but the level up on the goCatch-taxi-app that has been soaring in popularity in Australia.
When Andrew Campbell co-founded the peer-to-peer taxi booking app in Sydney with Ned Moorfield, they didn't plan to gamify the apps. The drivers downloaded their app to see customers waiting for taxis, the customers can see on a map taxis in their vicinity and order them and tell the destination. But drivers started cherry-picking only the long and more valuable fares, and ignored the short ones. The goCatch-team had to come up with an incentive-system in order to encourage the drivers to pick the short fares as well. And the solution was: points and badges. Yes, I know, it sounds stupid and we are always pointing out not to just simply "pointsificate" or "badgify" and app, but the goCatch-team had to do something. And this fast. For each fare the drivers accepted, they earned points, with the short fares worth relatively more points than the large ones. The points translated into badges reflecting level-ups, which then gave higher ranked drivers priority access to the more valuable fares. Drivers accepting shorter fares can level-up faster. |
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Written by Mario Herger
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Thursday, 28 March 2013 17:56 |
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Swedish company Alien Interactive is making a big entry in the US-market with the launch of their BizPart Engage platform. The platform is targeting companies with vast reseller networks, where sales and support agents of these resellers need to be trained on the products and brand.
A company like a well-known, large South Korean multinational conglomerate with thousands of resellers, faces the challenge that such an extended salesforce represents the brand and are the public face of the products. As a global brand you want to make sure that they represent the brand properly and knowledgable. These are the first people that customers go to when they want information or need solutions. With such a diverse workforce, similar challenges are faced by call center operators like LiveOps, who have been using gamified training and sales systems successfully. Alien Interactive CEO and founder Martin Bråkenhielm has been working in the past years in getting the platform ready, and after extensive testing with thousands of users in the nordic countries, he is now ready to push into new markets. That's why he relocated just two week ago to the Silicon Valley, to find partners, customers, and build up a network. |
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Written by Gal Rimon
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Tuesday, 12 March 2013 17:36 |
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Measuring ROI is an elusive task: you have external factors that affect the results; measuring the baseline is a subjective process; forecasting future impact is hard and even calculating the actual investment is a project by itself.
That said, one can measure almost anything (I recommend reading the book ‘How to measure anything’). There are testimonies of increase in sales results after implementing Gamification by 5-15%. But, I believe we need to dive in to understand how to analyze success.
As a matter of fact, we can divide the task into two smaller tasks (figure 1) :
1. Measuring the effect of Gamification on our target users’ behavior Gamification design should modify the behavior of our users - directly: call to action; goal setting; increasing the efforts or indirectly: improve motivation; team spirit; reduce churn or turnover
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Written by Mario Herger
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Wednesday, 06 March 2013 15:32 |
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Imagine a global Fortune 500 company that focuses on a few metrics to please Wall Street. Imagine that for those metrics goals are set that seem for everyone knowledgable overly optimistic. But these goals are communicated to the analysts and shareholders, to show boldness and commitment. Imagine further that the internal goals for employees are actually even set higher than the officially communicated ones.
So far, so bad. And unfortunately so common.
Imagine (and I am stretching your imagination more and more, my apologies) that this Fortune 500 company does not give the employees means to understand how their work contributes to that, nor what can be done. And imagine that employees need to figure that out without real time feedback loops. Imagine, that the employees still happen to make this the best year of the 41 years of the company's existence with soaring profits and great margin. And the board celebrates that in every communication and statement. |
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Written by Mario Herger
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Saturday, 09 February 2013 11:58 |
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Yu-kai Chou, Bay Area-based gamification designer, posted his complete slide deck for a gamification workshop that he conducted for Ebay. 82 slides with a great dive into gamification. |
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Written by Gal Rimon
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Monday, 04 February 2013 04:50 |
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When a new customer service representative (CSR) joins our service team, a new sales rep joins our salesforce, or even when a new user starts using our product/service, we need to take them through an On-boarding process – allow them to acquire the necessary knowledge and skills.
Tactics used in this process include formal meetings, lectures, videos, printed materials, or computer-based orientations. However, in many cases you just do OJT (On Job Training) this could lead to discouragement and frustration.
One of the innovative elements that could help at these times is Gamification. We strive for a game-like user experience for improving the self-learning process, in order to save money, time and improve the success rate.
Here are five tips for using Gamification in an On-boarding process:
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Written by Mario Herger
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Thursday, 17 January 2013 20:38 |
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This is the second part of a series on the definition of Enterprise Gamification. Read Part I. Game"A game is a problem-solving activity, approached with a playful attitude.
Jesse Schell Of all the approaches of describing what play and game is, professor of entertainment technology and game design at Carnegie Mellon University, Jesse Schell nails it down in this sentence. In a nutshell: games have rules and goals (they help solve a problem), but do not have a real-world outcome. Being a millionaire in Monopoly does not make me a millionaire in real life (I wish). Being a top player in Grand Theft Auto doesn’t make me a good driver in the real world. Although it may give me a better understanding of how this works in the real world. And we will discuss simulations and serious games later in this chapter of how they help gain skills and knowledge. Games can look very different, and many scholars have tried to define the types. The categories[1] include sports, tabletop games, video games, role-playing games, business games, and simulations. Each of these categories have their own subcategories, which would be too much to delve in for our purpose. Some can be very abstract, and some come very close to a real world scenario. |
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