2013 gamification in the workplace
DESCRIPTION
slides from a webinar on 9/12/2013 sponsored by Enterprise Hive. There is a free replay posted on their web site as well.TRANSCRIPT
Gamification in the Workplace
Michael Fauscette, Group VP, Software Business Solutions
about.me: www.mfauscette.me @mfauscette
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@mfauscette
Technology Disrupters
Cost take-‐out (to fund
innovation)
Talent (Skills) &/or capacity
gap
IT
Challenging Times
Changing Customer Demands
Increasing Competition
Challenging Macro
Conditions
BUSINESS
Source: IDC C-Suite Barometer and IDC Research 3
INITIATIVES 2013
Market Expansion & Customer Experience 1
CONCERNS 2013
Acquire new customers & reduce churn 1
INITIATIVES 2013
Find New Ways to Work
CONCERNS 2013
The Growing Productivity Gap 1 1
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What is Gamification?
§ Business strategy
§ Application of game mechanics to drive or change behavior
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What behavior? Importance to Business Strategy? How Game Theory Can be Applied?
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Experiences
§ Employee – Customer – Partner
§ Fun
§ Engaging
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Gamification
Behavior Modification
• Learning • Loyalty • Performance • Engagement /
participation • Productivity • Collaboration
Game Mechanics
• Achievements • Appointment Dynamics • Behavioral Momentum • Challenges • Epic Meaning • Infinite Game Play • Levels • Loss Aversion Dynamics • Etc.
Reward
• Recognition • Points • Bonuses • Information • Access • Etc.
Assess
• Performance • Productivity • Sales • Collaboration • Sentiment / Reputation • Completion
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Game Mechanics
• Achievements • Appointment Dynamics • Behavioral Momentum • Challenges • Epic Meaning • Infinite Game Play • Levels • Loss Aversion Dynamics • Etc.
Game Techniques
• Activity Streams (link to existing or new ESN) • Advancing game levels to keep players
interested and challenged • Badges (public displays) • Challenges / Quests • Embedded Games • Leaderboards • Real-time Feedback • Virtual Currency
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Behavior Modification - Examples
Customer Experience § Loyalty § Participation and Community
Management § Increasing Engagement § Product Input / Feedback § Commerce § Lead Generation § Co-Innovation
Employee Experience § Sales Productivity § Performance § Learning § Participation § Collaboration § Increase Usage of Technology § Product Input / Feedback
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The Goal of Business is to Create a Customer
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Peter Drucker
The Goal of The Customer is to Fill a Need (or want, desire, etc.)
Me
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Expectations Experience
Satisfaction
Getting it “right”
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Building an ongoing customer relationship
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Awareness
Discovery
Attraction
Interaction
Purchase
Use
Cultivation
Advocacy
(*1) The probability of selling to a new prospect is 5-20% (*2) The probability of selling to an existing customer is close to 70%.
Source: IDC Research & Marketing Metrics (*1,2)
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Why?
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Q. What specific initiatives are you planning to conduct using social software for BUSINESS purposes in the next 12 months?
N=701, IDC Social Software Survey,, February 2013
0% 5% 10% 15% 20% 25% 30% 35% 40%
Internal gamification (particularly behavior analytics) External Gamification (particularly behavior analytics)
Internal micro-blog External micro-blog for marketing / customer service/
Crowdsourcing External Discussion forum
"Innovation Management (more complex than Prediction market
Internal Discussion forum Geo-Social networking
"Ideasourcing (tools that are used to collect ideas/ File/Content sharing service
Blog/Wiki Online office productivity
Peer feedback Web broadcasting
Enterprise Social Network (including activity streams) Web chat/voice/video over IP applications (including
Recruiting Socialytics (analytic tools and applications used to
Application/Video Sharing Public social network for marketing /customer service/
Social Learning Online communities
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Business Benefit of Community
Acquire New Customers • Know your customer • Engage your customer • Learn about your customer = Sales Intelligence
Design Better Products • Idea sourcing • Innovation • Voice of customer
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Business Benefit of Community
Reduce Support Cost • Peer-to-peer support • Reduced support tickets • Better self-service
Customer Intelligence Driven Marketing • Customer data value chain • Predictive as well as reactive • On target – 1:1
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Customer Experience Examples
§ Community Engagement – Virtual Mobile Network Provider • Community Support Only • Reward Model • 75% of New Subscribers WoM • Net Promoter Score = 73% • Almost $0 Marketing Spend
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Customer Experience Examples
§ Community Engagement – Technology Vendor • Build Community Support Model • Encourage / reward: engaging with content, using
knowledge base, completing surveys, providing product feedback, etc.
• Achievements and Missions
• Result: § 20% reduction in support tickets § 40% increase in forum and knowledge base use § 40% reduction in ticket response time by internal support
team
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Community Best Practices
§ Communities are not a “field of dreams”
§ Professional management
§ Analytics drive engagement
§ Gamification § Trust
§ Keep it Fresh
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Productivity Growth vs. Jobs Growth
Source: U.S. Customer Care BPO Services Survey, August 2011 22
Productivity Gap
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Enterprise Systems are Changing
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Automation Limit
Systematic support for ad hoc decisions
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Sense and Respond
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Collaborative and Connected Workforce?
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Employee Experience Example
§ Large Consulting Organization • Increase participation and use of online learning /
executive / professional development resources • Used Points, Achievements and Missions (Guided
Learning Paths) • Rewards for Interaction with Content – Recognition on
Public Profiles • Leaderboard
• After 3 Months: Return Rated >46% Daily / 36% Weekly – Active Users Unlocked 3 Achievements
• 6 Months: A User Unlocked Top Achievement
• Training Became “Addicting” and “Fun”
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Employee Experience Example
§ Large Automotive Manufacturer • Train, Motivate and Support sales, service and parts personnel • Increase Use of Training and Certification system • Reward Exploration and Demonstration of Knowledge Gained in
the Community
• Tools: Tasks and Missions § Badges, Levels, Trophy Cases § Individual and Team Leaderboards § Trivia Challenges (retention) § Virtual Dream Garage
• Results § Day 1 = 100K Unique Hits § Week 5 - 2X activity § Correlation between increasing activity and KPI’s (unit volumes,
customer satisfaction, etc.)
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And Remember…
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• Gamification is a Strategy not a Technology
• Technology Underpins Strategy (Flexible, Adaptable, Platform)
• Clearly Define Desired Behaviors
• Use Game Mechanics Targeted at Specific Behaviors
• Changing Culture and Process is Generally a Slow Progression
• Gamification for It’s Own Sake = Failure
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Michael Fausce,e Group Vice President So7ware Business Solu:ons mfausce,[email protected] @mfausce,e About me: www.mfausce,e.me
Thank You
Blog: www.mfauscette.com IDC Social Business Blog https://idc-insights-community.com/groups/it_agenda/social-business
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