Gamification can greatly enhance companies' ability to meet their business goals, but they must first define their objective, identify the brand mission, determine gaming components and create an effective design.
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Gamification: It's All About Processes
1. • Cognizant 20-20 Insights
Gamification: It’s all About Processes
By defining the business objective, identifying the brand mission and paying
careful attention to program design and game mechanics, organizations can
use gamification to motivate behaviors that elevate business performance.
Executive Summary enabling applications to motivate user behavior
in a positive way.
As a buzzword, “gamification” has started to gain
momentum over the last year or so, but it is still For example, most people are inspired by a
not a mainstream applications development and challenge or the promise of a reward, and they
business process reengineering concept. When feel gratified when they win something — whether
gamification is discussed, people immediately it’s a few dollars in gift cards or a million-dollar
think in game analogies — a jazzy user interface, jackpot. These basic human tendencies can be
rewards, progressive challenge levels and channeled into behaviors that are rewarding not
multi-player components. But on deeper exami- just to the users (be they employees, customers
nation, gamification is a concept that extends or business partners), but also to the company,
beyond these elements. itself. For most companies, it makes business
sense to invest in strategies and process enablers
Gamification is a way of using game mechanics
that reinforce behaviors that help meet corporate
(e.g., competitive challenges, recognition and
objectives rather than merely executing
rewards) to improve a business process, with
processes.
the goal of fulfilling business objectives. This
white paper explores the roadmap that must The Gamification Journey
be carefully followed for any organization that
The key elements of gamification programs
wishes to excel at gamification.
include an objective, a mission, gaming
Why Invest in Gamification components and a well-thought-out design. Let’s
look at these elements in more detail.
Organizations have invested considerable sums
of money in creating IT systems that enable
effective business processes. However, these
• Objective: What is the business objective that
the organization is trying to achieve using gam-
systems don’t motivate people to perform at their ification? This is the key to business process
highest levels or fulfill underlying business goals; adoption or change. Sample use cases include:
they are aimed merely at process execution. With
the use of gaming principles, an intuitive design >> Improve adoption rates: Companies have
and an environment of healthy competition, invested in social collaboration platforms to
however, it’s increasingly possible for process- propel customers and/or employees to work
cognizant 20-20 insights | may 2012
2. Samsung’s Social Loyalty Program
Figure 1
more effectively and efficiently; the ques- explore everything Samsung.com has to
tion is, how do they ensure these platforms offer (see Figure 1). Watching videos, com-
lead to an overall improvement in user menting on articles and participating in
adoption and engagement scores? user-generated Q&As are just a few ways in
which visitors are rewarded.1
The answer: adding gaming mechanics
to an internal community that acts as a
social intranet can improve collaboration
• Mission: Establishing the brand mission is the
most important element in the gamification
across employees and identify leaders in program. Each brand can have various and
the knowledge community. Employees can simultaneous goals, whose fulfillment relies
be rewarded for their contributions to the on customers performing a set of related tasks
community, which helps the organization that achieve the business objective. Missions
not only increase adoption rates but also can have different levels, and companies can
meet other business objectives. offer rewards for each level or mission.
>> Improve brand awareness: Companies If we look at LinkedIn, the professional
spend millions of dollars every year to fulfill networking and career site, for example, we
marketing goals of creating a strong brand see a few elements of gamification in use. The
image and improving awareness. More of- company’s mission is to have users fill in and
ten than not, they invoke tactics such as share as much of their profiles as possible. To
mailers, TV commercials, webinars, etc. do so, users have different tasks to complete,
These all are important parts of the market- and their percentage of profile complete-
ing mix, but businesses today cannot ignore ness is displayed. Every time a user sees this
the value of user-generated content (UGC). percentage, he is motivated to fill in a few more
Companies of all sizes and shapes must tap details to attain the 100% completeness mark.
into UGC to learn what makes customers
tick and influence them to be brand advo- • Components: The following components form
cates, thereby burnishing a positive image the operational part of any gamification
in the marketplace. This is quite doable us- program:
ing gamification tactics. For instance, with >> Badges: Badges are a way of recognizing
Samsung’s social loyalty program, called users who have achieved an expert level
Samsung Nation, participants can unlock within a specific area or leaders within a
badges, earn points, move up levels and
cognizant 20-20 insights 2
3. certain geography or team. These com- >> Players: These are the participants in the
ponents are very important because they gamification program; clearly, it’s important
help motivate users and provide them with to keep the players in mind when design-
a sense of pride. When badges are shared ing a gamification process. As described in
with a network of friends — on either an in- Bartles Player Motivations theory,2 3 game
ternal platform or external social network players can be classified into four catego-
— it provides the user with positive recogni- ries (see Figure 2). For example, “killers”
tion and a reward, which are motivating fac- are those whose only aim is to win; they
tors that influence desired behavior. hunt for the weakest link and go after it.
“Explorers” are players who like to discover
>> Levels: Just as video games offer various new things.
levels of accomplishment, so should gamifi-
cation programs. And as with video games, When designing or testing the gamification
business games should also involve some process, we advise companies to identify
degree of uncertainty as to how one moves the explorers early on because these
from one level to the next. If there are no players thrive on finding something new or
levels and no unknowns, users would be- designing a new way of doing something, so
come bored after a few weeks of perform- they are eager to play. Badges, levels and
ing the same task again and again. It’s al- points are important to them, but they are
ways good to have a bit of intrigue in any not everything.
gamification program to ensure users will
return to learn, and achieve, more. • Design: Many organizations overlook the
crucial component of effective design. If the
>> Challenges: Users should be challenged overall design is not thought through — from
to perform certain activities in return for the UI, to the player’s journey, to rewards
earning a special badge or progressing to and awards — the entire process can fail. It’s
a new level. For example, an organization important to first design the entire program
can offer a challenge in which top perform- at a high level, including defining the mission
ers for the quarter receive a paid vacation and tasks to complete the mission, the badges
in Hawaii; a more overt challenge would for recognition, a network to enable virality,
involve displaying the daily score for each the uncertainty zone to create a meaningful
team as part of a leader board. It is human challenge and, most important, the ease of use
nature for individuals to try harder when and access through an intuitive UI design.
they see where they stand in relation to
their co-workers.
>> Leader boards: This is another key compo-
nent of any gamification program. Leader Classifying the Players
boards help do two things: provide a sense
of recognition for users in the leader posi-
tion and create a competitive environment Acting
for others to reach the top. Since leader
boards offer greater visibility than one-
on-one appreciation or compliments, they
encourage users to go that extra mile to
Killers Achievers
achieve desired behaviors.
Players
Consider a scenario where a customer who
World
is enrolled in a hotel loyalty program has a
status of “silver.” When the hotel informs
the customer that by spending one extra
Socializers Explorer
night during the month he can upgrade to
the “gold” level, the customer is encouraged
to book the same hotel on the next visit to
achieve the higher level. This achievement
proves to the user that he has moved up the Interacting
leader board and now has access to more
valuable benefits. Figure 2
cognizant 20-20 insights 3
4. Applying Gamification inforce reps’ motivation to attain the busi-
ness objective.
To succeed, organizations must embrace an
end-to-end view that ties together gamifica- >> Players: In this scenario, players are the call
tion’s four components. Here’s an example of center reps. Their needs — including access
how gamification could be applied to a call center to information to close calls more quickly —
operations process. need to be kept in mind as the program is
conceived and evolved.
• Objective: To improve customer service rep
• Design: Since reps are the players in this game,
call rates.
it’s important to emphasize ease of use. For
• Mission: Achieve 30 calls per day; receive five example, an intuitive process workflow and
positive customer feedbacks; achieve 100% technical integration can ensure that reps don’t
first-time correct calls. have to perform extra tasks to achieve badges.
Other useful features — such as easy access on
• Components:
mobile devices for viewing leader boards and
>> Badges: Rewards are given to daily and
the ability to comment and share on badges —
weekly leaders and are displayed on an in-
should be designed in from the get-go.
ternal application, along with the rep’s pro-
file. This provides a sense of pride for lead- Looking Ahead
ing reps.
When applied well, gamification can greatly
>> Challenges: Challenges are organized by enhance your organization’s ability to meet
the hour, day or week. Examples include business objectives. By understanding your
closing the maximum number of calls or company’s multiple missions and tactics,
obtaining the maximum positive feedback gamification can influence desired behavior
per day. from employees, customers and business
partners to achieve your business objectives,
>> Leader board: These could be used for
optimize employee performance and improve
either individuals or teams, such as iden-
tifying reps with the maximum number of the customer experience. Attention to these
closed calls. Rewards with some level of attributes will enable organizations to focus on
intrinsic value need to be provided to lead- business objectives, identity which processes
ers, since virtual points are not perceived to to gamify and inform investment decisions for
have true value. For instance, points could designing a successful program before moving to
later be converted to dollar amount or gift implementation.
cards for a longer lasting impact and to re-
Footnotes
1
“NY Times Features Badgeville Customer Samsung Nation,” Badgville blog, Feb. 20, 2012,
http://blog.badgeville.com/2012/02/20/ny-times-features-badgeville-customer-samsung-nation/.
2
Wikipedia definition: “The Bartle Test of Gamer Psychology is a series of questions and an accompanying
scoring formula that classifies players of multiplayer online games into categories based on their gaming
preferences,” http://en.wikipedia.org/wiki/Bartle_Test.
3
Richard Bartle, “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDS,” MUSE Ltd.,
http://www.mud.co.uk/richard/hcds.htm.
About the Author
Amit Shah is a Manager with Cognizant’s Customers Solutions Practice, who works within its Digital
and Social Sub-Practice. He specializes in social CRM and gamification engagements for customers
across vertical industries. Amit can be reached at amit.shah4@cognizant.com; follow him on
twitter @amits_28.
cognizant 20-20 insights 4