Enterprise Gamification
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Rabobank: How a Dutch Bank Wins With Gamification PDF Print E-mail
Written by Mario Herger   
Friday, 10 May 2013 09:00

RabobankWhen you think about banks, then the word serious would immediately strike your mind. But certainly not in the context of "serious games," but "serious business." This is about to change, as the case of the Dutch Rabobank with assets of €771bn and a profit of €1.3bn is demonstrating.

Gamification has become an important strategy in how banking business is done, both internally for employees and externally for clients. Maarten Molenar, project manager for the Rabobank Gamification Hub, is the driver and evangelist behind the gamification strategy for this cooperative bank conglomerate that operates in over 48 countries and employees nearly 60,000 people.

Rabobank as one of the largest and oldest banking cooperations in the world has been doing serious games in the past to promote the bank at TV shows and for young clients of the future (the 8-16 year old) - including the cooperative game World Food Game which was an experiment in gamified co-creation with young people. With the raise of gamification and the fact that analyst companies like Gartner, Ovum, or M2 Research started to talk about that concept, this has sparked even more interest at Rabobank.

When Maarten began investigating this topic, he found colleagues who also had used gamification techniques without knowing it. So he started an internal virtual network and assembled gamifiers and colleagues interested in the topic, sharing with them knowledge and activities, as well as keeping them informed by a regular newsletter. This newsletter has become a way to better explain the topic and the intentions that Maarten has, as sometimes people think everything will be turned into a game.

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Meaning (and not only money) makes us feel good at work PDF Print E-mail
Written by Mario Herger   
Thursday, 09 May 2013 22:20

Dan Ariely, professor at Duke University, did some experiments, testing the hypothesis of meaning and what makes us feel good about work. Contrary to popular belief, it's not money or even joy that makes us love work, but meaning. In two experiments (and one anecdote) Dan Ariely shows the effect of meaning to the outcome.

 

Example 1 – Lego Bionicle

Participants were given Lego-pieces to build Bionicle figures. For the first Bionicle, the participants were given $3. For the second $2.70, the third $2.10, the fourth $1.80 and son. This process was repeated until the participants refused to continue making new Bionicles. The participants were split into two groups. Whenever participants in the first group handed over the finished figure, the experimenter took it, put it in a place, and handed the participants new Lego-pieces to make the next one.

When the second group handed over their first Bionicle, they were also given new Lego pieces, but at the same time the experimenter started disassembling the first Bionicle in front of the participants. When the second Bionicle was done and handed over, the experimenter returned the Lego pieces of the first Bionicle to the participant and started immediately to disassemble the second Bionicle.

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SAP Gamification Platform PDF Print E-mail
Written by Mario Herger   
Wednesday, 08 May 2013 21:45
SAP Gamification PlatformWith gamification in the enterprise making a center stage appearance at the recent GSummit 2013 in SF, the focus turns back to gamification technologies that are enterprise-ready. Beside the standard features of game design components and widgets that can be used, corporations need to meet compliance with multiple standards and requirements to run their business. From Single-Sign-On, security, encryption, data storage, high volume traffic, big data, analytical tools, scalability, or legally required opt-in features amongst others, gamification technology providers are expected to provide solutions – and we have posted a checklist already some time ago.

Now the worldwide largest business software maker SAP has not only been the leading corporation in implementing enterprise gamification (one of the latest examples was the SAP Community Network with a relaunch of their gamification component), but is also the first large enterprise software vendor that's prototyping on an enterprise-grade gamification platform. The platform addresses a number of pain points like the
  • reduction of development effort for introducing gamification in new and existing solutions
  • limits of achievement systems and existing platforms
  • manageability of sophisticated gamification concepts at enterprise level
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Employee Motivation Is about Progress and Achievement, Not Competition and Winning PDF Print E-mail
Written by Melissa Visintin   
Tuesday, 07 May 2013 00:08

CompetitionDe-Bunking the Myth of Competitive Game Mechanics in the Enterprise

I get this question a lot, and I re-direct game mechanics strategies away from competition more times that I’d like to count. Competition has no place in the enterprise. It will never motivate employees. It will never foster collaboration. It will never help people learn new skills.
 
Ever.

When I was a kid, my mom used to say, “Stop worrying about what everyone else is doing and focus on yourself.” This is advice I bet a lot of us have heard as children, and it’s just a way of saying: life is not a contest. It’s not about being the best. It’s about being YOUR best. It’s about being recognized for YOUR accomplishments, whatever that may be. You don’t have to have the same accomplishments as everyone else. There will always be someone better at something than you, and someone who will be worse at something than you. When you compare yourself to someone else, you are less happy.

Imagine seeing a job description that says:
 
Requirements include competing among your colleagues to be Number One! Crush your peers by being singled out as The Best – all in a public forum!

Would you even apply for that job? Now, on top of everything else you have to do at work, you also have to be better than your colleagues in a very public way.

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Building Businesses using Gamification to Leverage Web based Communities PDF Print E-mail
Written by Manuel Lemos   
Sunday, 05 May 2013 21:46

Gamification Boot Camp 2013Advertising: Mass Media vs. Targeting Community Websites

The traditional way for businesses to reach large audiences of potential costumers is to pay to advertise on mass media. But, the wide dissemination of the web allowed us to see a different path to reach many customers at once, eventually in a more efficient way to generate more sales.

Many sites have been built to gather users with specific interests. These sites are known as community websites. Users with similar interests gather around those sites and participate in activities that are useful and fun, like discussing in forums, asking questions and providing answers, publishing articles, sharing content of interest, group challenges, competitions, etc..

Paying to Advertise in Community Websites vs. Building the Community Websites

In some cases businesses pay to advertise specifically in those community websites, so they can reach their target markets. For instance, a business that sells bicycles can target their advertising efforts to Web site communities for bicycle users.

Here is a different approach. What if instead of paying to advertise in community websites, those businesses would actually be the ones in charge of building and fostering those communities? This way they would be able to gather a community of potential customers highly interested in their products. The businesses could expose their products the website users without having to pay to advertise.
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Debunking the Myth of Sales Commissions PDF Print E-mail
Written by Mario Herger   
Thursday, 02 May 2013 21:20

Zappos metrics (C) Maury Weinstein"Sales people are competitive! They love competing." Or so the logic goes. But with the raise of gamification and a better understanding of the behavioral and motivational science, this popular stereotype should make way for better incentive systems.

The global financial crisis of 2008 – under which we still suffer – spectacularly demonstrated the flaws in ill-designed and misunderstood reward systems. A melange of multi-layer detachment of metrics from real money, short-term thinking, unlimited reward potential, bad management and oversight, players willing to beat the system, and other factors profited few, but hurt many. What seems so obvious in hindsight for most of us, is also a tell-tale sign of our ability to ignore the facts when we think it can help our short-term goals.

Sales people across the globe are basically managed by the same type of incentive system: close a deal, get a commission. The more deals, the more money they get. But we know that this is not always leading to the best outcomes. We shiver thinking of the "car sales guy" who's pushing more care features on my list and me to buy today and not tomorrow. Or we have met the sales person in a tourist resort who's switching from "I am your friend"- to "please buy or my kids go to bed hungry"-mode.  

It turns out that this is not the exception, but the standard. Customers show buyer's remorse more often than you may think. And the reaction is that customer avoid these stores or that person in the future and the long-term relationship is destroyed. From where does this behavior originate and what can be changed? And if it's changed, would the world be a better place?

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On Competition and Gamification Gurus PDF Print E-mail
Written by Mario Herger   
Thursday, 02 May 2013 17:36

Gamification GurusIt may come as no surprise that people working in the gamification space like a challenge. And what other industry than that one needs to apply the very same game design components to have a little fun? This is what Toby Beresford does with his monthly updated gamification guru list, and which he uses to showcase his Leaderboarded gamification technology.

In the two years that Toby has compiled the list, using different criteria to rank the gamification gurus, mostly Gabe Zichermann – the man behind the GSummit and Gamification.co – has been dominating (with a short early stint by Jane McGonigal, who anyways considers herself a game-, but not a gamification-designer).

Anyways, April 2013 is the first time that I unseated Gabe Zichermann from the top spot. What a day! I had aimed for #2, but #1 is a sensation. Now of course, this is a little competition, and we need to understand what competition means, what types of competition are there, when it works, and how winners and losers react.

The Wikipedia defines competition as follows:

Competition in ecology and sociology is a contest between individuals and entities for territory, a niche, or a location of resources, for resources and goods, for prestige, recognition, awards, mates, or group or social status, for leadership. It is the opposite of cooperation.

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Research Paper: Enterprise Gamification for Employee Engagement PDF Print E-mail
Written by Zoë Epstein   
Wednesday, 24 April 2013 00:56

RemoteAbstract

Enterprise gamification, a popular trend in the business world right now, refers to the application of game mechanics to the workplace. Gamification practitioners believe that the goals of games – to create motivation, retention, loyalty, and satisfaction – are the same as the goals of employee engagement initiatives. Though a widely cited 2011 Gartner study predicts the widespread use of enterprise gamification, it is too early to conclude whether gamification will be a lasting new standard of workplace engagement. Therefore, the goal of this study is to increase understanding of how enterprise gamification is being implemented on a practical level in organizations.

Keywords

Gamification - the application of game mechanics and game thinking to any non-game environment, like customer engagement, education, training, and business
 
Enterprise Gamification - applying gamification elements like badges, levels, and leaderboards specifically to the workplace environment
 
Employee Engagement - employee involvement, satisfaction with work, and emotional commitment to their organizations

Game Mechanics - building blocks like leaderboards, badges, and progress bars, that can be used for gamification

Attachments:
FileDescriptionFile size
Download this file (Enterprise Gamification Paper - Zoe Epstein - Ithaca College.pdf)Enterprise Gamification Paper by Zoë Epstein / Ithaca College 248 Kb
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