Gamification for Employee Engagement
Gamification is the use of game elements in everyday activities. The idea is that it brings in an aspect of fun, therefore making the activity more engaging. The main use of gamification has been for consumer marketing purposes on the Internet and on mobile devices. The desired end result has been encouraging certain behaviors or increasing exposure to a certain message. But gamification can also be used to make our own jobs more exciting and to encourage a higher level of performance in others… turning work into play.
Why gamification works (why games are fun):
- Constant feedback
- Well-defined rules and systems
- Clear goals that escalate in difficulty
- Progress encourages more progress
- Status and achievement are highly motivational
- Rewards work better than negative feedback
- We have a desire for efficiency (doing better)
- Clear connection between choices made and results achieved
- Progress bars
- Achievement badges
- Unlocking new achievement levels
- Competition between users via challenges
- Points that can be earned, tallied, redeemed, gifted
Examples of companies using gamification:
- The Email Game
- Weight Watchers
- Various credit cards with rewards programs
- Frequent flyer programs
Where can we use gamification?
- Employee wellness programs
- Employee learning and training programs
- Increased engagement for routine tasks
- Employee benefits (increasing 401k usage)
- Innovation (Gartner predicts more than 50% of organizations will use gamification to drive innovation by 2015)
Gamification doesn’t have to be limited to individuals and individual performance. There is certainly a way for gamification to work in a team environment, encouraging collaboration via collective points or a bonus points system. It can even be used company-wide, to bring strategic objectives to fruition. But my one caveat with designing programs and processes using gamification is that your intentions must be balanced equally between encouraging fun and encouraging a desired behavior, and more likely, slanted more heavily towards true fun and engagement. After all, if games aren’t fun, they aren’t played.
This post was originally published on the Intuit QuickBase Team Leadership Blog.