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Enterprise Gamification of the
Employee Development process at
an Infocom Consultancy Company

           Kristoffer Frang
          Robin Mellstrand
70% of the worlds 2000 largest
organisations will have at least one
gamified platform by 2014

                        Gartner (2011)
$120M (2011) -> 1.6Bn (2015)        Low engagement for the employee
                                    development process



         What is gamification and           Develop a proof of
  RQ1    how does it work?           RQ2    concept of a game layer
                                            for the competence model
February




  June
February




  June
The Explosion of Games




     3,3 millions hours per day                        60 Million Users
  40 million monthly active users             70 Million in-game hours / week




                            5,93 million in-game years(!)
Gamers are Everywhere




                                  ~


   Gamers play WoW, Angry Birds and Farmville each year as much as all
                 the Swedish people spend at work.
Gamification to Engage!




                 GAMIFICATION
Gamification Definition
What is a Game?

Why does Games Work?
What is a Game?


Effort




Game Structure




Direct Feedback
Intrinsic Motivation




       S&H Green Stamps                       Yahoo Answers
        ”licking frenzy”            Over 9 millions answered questions




          Facebook Likes                   LinkedIn Progress Bar
 65 million likes every day(2010)
Real Awards vs. Perceived Awards

                     Alieved
                       Fear




                     Alieved
                    Happiness
Short Feedback Loop

  Effort          Structure                 Result
 - Development    - Project Delivery        - Customer Satisfaction
 - Place Object   - Game Rules              - Lines Removed




                   Feedback
                   - ??? (Annual at best)
                   - Points (Direct)
Conclusions


     ”Games are structured challanges at the limit of
      the gamers ability with a direct feedback-loop”
Theory for Designing an Engaging Game


                                         ?
  Changing Behaviour                Desire Profile




                       Game Frame
February




  June
What motivates the           Which are the obstacles
employees of Cybercom?       for behavioural change?



                             Do not understand the
  Achieving a sense of       competence model
  completion


Competition
Gaining
                         ?     Do not see the utility of
                               the model
                                   Thinks it’s too much work
recognition                        to use it
February




  June
How do we play the game?
Year start
                                Continuously
                                over the year
Setting personal
      goals

                              Writing the log

               Daily work

                                 Project
                               evaluations            Year end

                                                 Annual
                                                evaluation




Structure                   Effort               Feedback
Year start
                                Continuously
                                over the year
Setting personal
      goals

                              Writing the log   Evaluation?

               Daily work

                                 Project
                               evaluations             Year end

                                                 Annual
                                                evaluation




Structure                   Effort               Feedback
Year start

Setting personal
      goals
                                                 System
                              Writing the log   generated
                                                feedback
               Daily work

                                 Project
                               evaluations

                                                        Annual
                                                       evaluation

                                                     Year end



Structure                   Effort              Feedback
February




  June
Game Structure
The Competence Model

                           Interactive
                           Visualisation of the
                           Competence Model
                           •   Exploratory way of learning.
                           •   Recognising patterns and
                               Enlightenment.




Competence
Model Time Line
•   Focus on Ability
•   Enlightenment
The Log
                                Manage Entries
                                •   Focus on Ability (Fast, Simple)
                                •   Assess your own performance
                                •   Gaining Recognition for
                                    Achievement
                                •   Achieving a Sence of
                                    Completion




  Log Visualisation
  •   Structured Log
  •   Map to Competence Model
  •   Map to Personal Goals
  •   Enlightenment
The Roadmap

                                               Roadmap Visualisation
                                               •   Create Awareness of One’s Performance
                                               •   Achieving a Sence of Completion




    Personal Goals
    •   Clear Overview of Personal Goals
    •   Connect Activities to Personal Goals
    •   Gaining Recognition for Achievment
    •   Achieving a Sence of Completion
Community

            Profile Page
            •   Increase Awareness of Internal
                Competences at Cybercom
            •   Institute a Way to Show Game
                Awards
            •   Being the Centre of Attention
            •   Gathering Knowledge
Community

            User-to-User
            Feedback
            •   User-to-User Feedback
                Through Comments
            •   Knowledge Sharing
            •   Increase Community
                Engagement
            •   Gaining Recognition for
                Achievement
The Game Layer
Problems and Weaknesses

                      Continous Improvement




                          Game Commitment




                          Employee Resistance
ROI

                   Motivated
                      and
        Time        Engaged
                   Employees




                    Aware and
      Competence      Goal-
       Model ROI    Orientated
                   Development
The Future of Gamification




  ”Market value of gamification   ”70% of the worlds largest organisations
 $120M (2011) -> $1800M (2015)”       will use gamification by 2014”




   It’s hard to measure the ROI      ”Gamification is the new social media”
That’s all from us.

Thanks for listening.
Dr. BJ Fogg’s Behaviour Model
Dr. BJ Fogg’s Behaviour Model
        motivating
        behaviour




             motivation
                                                triggers
                                               succeed here



                              triggers
         boring                 fail here
         behaviour

                          difficult                     simple
                          behaviour         ability     behaviour
The Model and Gamification
example: social media

                             Motivation:
                             Social Contact



                             Ability:
                             Single click


                             Trigger:
                             Email with direct link
Putting the elements together
example: social media
             motivating
             behaviour
                  Nära vän



                  motivation


                          Bekant


              boring
              behaviour

                               difficult             simple
                               behaviour   ability   behaviour
The Model and Gamification
example: gamification

Social Contact          Power, Independence, Curiosity, Acceptance, Order, Saving,

                        Honour, Idealism, Social contact, Family, Status , Vengeance,

                        Romance, Physical activity, Tranquility
The Model and Gamification
example: extra points for recruiting new users
 motivating
 behaviour                                           Motivation:
                                                     Status/Saving
      motivation




                                                     Ability:
           Easy to invite                            Single click
                                Email
Climb the
   boring
leaderboard                                          Trigger:
  behaviour
                                                     Email: extra points
                   difficult             simple
                   behaviour   ability   behaviour   and suggestions

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Enterprise Gamification

  • 1. Enterprise Gamification of the Employee Development process at an Infocom Consultancy Company Kristoffer Frang Robin Mellstrand
  • 2. 70% of the worlds 2000 largest organisations will have at least one gamified platform by 2014 Gartner (2011)
  • 3. $120M (2011) -> 1.6Bn (2015) Low engagement for the employee development process What is gamification and Develop a proof of RQ1 how does it work? RQ2 concept of a game layer for the competence model
  • 6. The Explosion of Games 3,3 millions hours per day 60 Million Users 40 million monthly active users 70 Million in-game hours / week 5,93 million in-game years(!)
  • 7. Gamers are Everywhere ~ Gamers play WoW, Angry Birds and Farmville each year as much as all the Swedish people spend at work.
  • 8. Gamification to Engage! GAMIFICATION
  • 10. What is a Game? Why does Games Work?
  • 11. What is a Game? Effort Game Structure Direct Feedback
  • 12. Intrinsic Motivation S&H Green Stamps Yahoo Answers ”licking frenzy” Over 9 millions answered questions Facebook Likes LinkedIn Progress Bar 65 million likes every day(2010)
  • 13. Real Awards vs. Perceived Awards Alieved Fear Alieved Happiness
  • 14. Short Feedback Loop Effort Structure Result - Development - Project Delivery - Customer Satisfaction - Place Object - Game Rules - Lines Removed Feedback - ??? (Annual at best) - Points (Direct)
  • 15. Conclusions ”Games are structured challanges at the limit of the gamers ability with a direct feedback-loop”
  • 16. Theory for Designing an Engaging Game ? Changing Behaviour Desire Profile Game Frame
  • 18.
  • 19. What motivates the Which are the obstacles employees of Cybercom? for behavioural change? Do not understand the Achieving a sense of competence model completion Competition Gaining ? Do not see the utility of the model Thinks it’s too much work recognition to use it
  • 21. How do we play the game?
  • 22.
  • 23. Year start Continuously over the year Setting personal goals Writing the log Daily work Project evaluations Year end Annual evaluation Structure Effort Feedback
  • 24. Year start Continuously over the year Setting personal goals Writing the log Evaluation? Daily work Project evaluations Year end Annual evaluation Structure Effort Feedback
  • 25. Year start Setting personal goals System Writing the log generated feedback Daily work Project evaluations Annual evaluation Year end Structure Effort Feedback
  • 28. The Competence Model Interactive Visualisation of the Competence Model • Exploratory way of learning. • Recognising patterns and Enlightenment. Competence Model Time Line • Focus on Ability • Enlightenment
  • 29. The Log Manage Entries • Focus on Ability (Fast, Simple) • Assess your own performance • Gaining Recognition for Achievement • Achieving a Sence of Completion Log Visualisation • Structured Log • Map to Competence Model • Map to Personal Goals • Enlightenment
  • 30. The Roadmap Roadmap Visualisation • Create Awareness of One’s Performance • Achieving a Sence of Completion Personal Goals • Clear Overview of Personal Goals • Connect Activities to Personal Goals • Gaining Recognition for Achievment • Achieving a Sence of Completion
  • 31. Community Profile Page • Increase Awareness of Internal Competences at Cybercom • Institute a Way to Show Game Awards • Being the Centre of Attention • Gathering Knowledge
  • 32. Community User-to-User Feedback • User-to-User Feedback Through Comments • Knowledge Sharing • Increase Community Engagement • Gaining Recognition for Achievement
  • 34. Problems and Weaknesses Continous Improvement Game Commitment Employee Resistance
  • 35. ROI Motivated and Time Engaged Employees Aware and Competence Goal- Model ROI Orientated Development
  • 36. The Future of Gamification ”Market value of gamification ”70% of the worlds largest organisations $120M (2011) -> $1800M (2015)” will use gamification by 2014” It’s hard to measure the ROI ”Gamification is the new social media”
  • 37. That’s all from us. Thanks for listening.
  • 38. Dr. BJ Fogg’s Behaviour Model
  • 39. Dr. BJ Fogg’s Behaviour Model motivating behaviour motivation triggers succeed here triggers boring fail here behaviour difficult simple behaviour ability behaviour
  • 40. The Model and Gamification example: social media Motivation: Social Contact Ability: Single click Trigger: Email with direct link
  • 41. Putting the elements together example: social media motivating behaviour Nära vän motivation Bekant boring behaviour difficult simple behaviour ability behaviour
  • 42. The Model and Gamification example: gamification Social Contact Power, Independence, Curiosity, Acceptance, Order, Saving, Honour, Idealism, Social contact, Family, Status , Vengeance, Romance, Physical activity, Tranquility
  • 43. The Model and Gamification example: extra points for recruiting new users motivating behaviour Motivation: Status/Saving motivation Ability: Easy to invite Single click Email Climb the boring leaderboard Trigger: behaviour Email: extra points difficult simple behaviour ability behaviour and suggestions

Notas del editor

  1. Lägga in vita layers?
  2. Lägga in vita layers?
  3. Lägga in vita layers?
  4. Lägga in vita layers?
  5. Konsultmodellen är redan designat som ett spel -> man har en bestämt struktur, i vilket man lägger in allt arbete, sen får man feedback på det.Feedbackcyclen är ett år lång (inte bra)Så hur förkortar vi den? Det som hade kännts ”bäst” är egentligen att kunna ge snabbare feedback på det man gör i jobbet. Men det hade inneburit 1 / 2 saker
  6. Men vem ska ge den feedbacken? Är det cheferna som kanske ska sätta sig ner varje vecka med varje enskild anställd? Eller är det ”spelet” som ska ge personaliserad feedback till varje anställd på ens prestationer?-Cheferna kan absolut inte sätta sig ner varje vecka med alla. Det hade aldrig gått.-Och om systemet skulle göra det hade det blivit extremt komplext. Alla jobbar med olika saker, och definierar framsteg olika. Och enligt HR så är det inte ens önskvärt att systemet ska göra det.Okey, men vad är det då som ligger till grund för den personliga utvecklingen? Det är ju dels vad man gör på jobbet, men också hur man ”bokför” det man gör. Det är den bokföringen, eller loggningen, som ligger till grund för den årliga utvärderingen.
  7. Om man kan engagera medarbetarna i ett loggförande, så får man bättre förutsättningar för sina årliga utvärderingar, man kan designa ett spel som har en kort feedbackloop baserat på hur ofta man loggar, och vad för slags loggar man skriver. Så spelet ska alltså handla om att engagera medarbetarna i att skriva loggar.
  8. Lägga in vita layers?