nacs 2017 convenience asia summit gamification
TRANSCRIPT
Achieve 10% revenue growthBetter cross-team collaborationIncreased employee and customer satisfaction
Trends in the retail space
Socialshoppingtogrowthebasketsize
Artificialintelligencetosupporttheconversation
MergetheofflineandonlineexperiencewithVR&AR
Investinginorganisation andemployees
Aneedforenhancedpersonalisation
Uniquein-storeexperienceswillthrive
Building blocks for successful gamificationUnderstand the core
motivators for behavioral change
Understand cultural diversity and know how to apply this in
game design
Understand how continuous
engagement can be designed to turn
actions into habits
Understand how behavior change is
activated
Required phases to enhance behavioral change
Gamificationatit’scoreisaboutdrivingbehaviorchangeandcreatingnewhabits.Ourbehavioralchangemodelconsistsof2distinctphases:anintentionalandactionphase.Theintentionalphaseestablishesunderstandingandapositiveintentionfornewbehaviors.Theactionphasefocussesonreinforcingdesiredbehaviorsandavoidingrelapses.Consistentlyexperiencingpositivefeedbackonnewbehaviorsbuildshabits
Core motivators for behavioral change
Autonomy
Competence Relatedness
Motivation
Ability Opportunity
Gamificationfocussesonestablishingintrinsicmotivationfordesiredbehaviors.Motivationisuniversalinallhumanbeings.Intrinsicmotivationconsistof3elements:1. Competence:anewskillorabilitythattiestosomeone’spersonalgoals2. Relatedness:findingpurposeinsomethingbiggerthanjustpersonalgoalsandhow
someoneisperceivedbyothers3. Autonomy:theneedforself-directionbyempoweringsomeonewithchoices
Cultural diversity drives player styles
ExternalInternal
CompetitorsExpressors
Collaborators Explorers
Organisations,departmentsandteamsshowculturaldiversityinexternalandinternalfocusversusadesireforcontrolandexploration.Understandingcurrentanddesiredculturaldiversityprovideinsightinthetransitioninpreferredengagement.Thishelpsidentifyamatchingpreferredanddesiredplayerstyle.Thisallowsforcreatinganexperiencethatontheonehandisfamiliarandontheotherhandchallengessomeonetodisplaynewbehaviors
Drive continuous engagement
3ChallengeWhatistherelevant
learnableandmeaningfulchallengefortheusers?
1BusinessobjectivesWhatbusinessobjectivesare
weaddressing? Whatbehaviorsaresupportingour
objectives?
2UsersWhoareyourplayers?Whataretheytryingtoachieveandwhatinfluencesthem?
5Triggers&rulesWhattriggersdoestheuserneedtostartandcontinueengagement?Whatrules
apply?
7Feedback&rewardWhatkindoffeedbackis
providedonuseractionsandprogressiontoovercomethe
challenge?
4Motivationswhataretheirdrives,
motivationsandpreferredinteraction?
Competence Relatedness
Autonomy
6 Actions&artefactsWhatchoicedoestheuserhaveinactions,artefactsorresourcestoovercomethe
challenge?
Gamification at Albert Heijn
Knowledge Knockout A touch of service AH Shares Game Star serviceGoal: increase knowledge level on strategic topics and stimulate knowledge sharing
Concept:• Multiplayer Quiz battle • Six topics/categories• Combination of speed and
correctness• Track individual & team
progress
Results: 29% increased knowledge level, bottom up knowledge sharing
Goal: Increase awareness and behavioral change amongst service in the store
Concept:• Client as mystery shopper• Gain a compliment card• Switch for a piece of the
team puzzle• First team to finish the
puzzle wins (team blue/orange)
Results: Increased customer service level experience, more feedback & interaction in the stores
Goal: Increase commercial awareness & ownership within stores
Concept:• Employees get dep. shares
(other departments can buy shares as well)
• 1 product is chosen to boost
• Sales are being tracked, employees can gain prizes
Results: Increased ownership & engagement (going beyond silos) and increased store revenue with 10%
Goal: Making servicing customers even more fun and stimulate learning culture
Concept:• Mystery missions for 4
selected employees• Other employees to
reveal the selected employees
• Gain points by delivering great service
Results: Higher employee engagement with employees more attentive & keen to learn from each other (NPS: 64)
Knowledge KnockoutAddress multiple player types Make use of key messages Bottom up knowledge sharing
Ourbehavioralchangemodelshowsthatawarenessisneededtotriggerbehaviorchange.Wesawthisneedatourclientwithahighlevelofunawarenessofstrategicinitiatives.ToovercomethisweusedourreadymadeproductKnowledgeKnockouttochallengeallemployeesontheirknowledgeoftheclient’sstrategicinitiatives.KnowledgeKnockoutturnsyourrelevantcontentintoamobileknowledgecompetitionwithhighlevelsofretention.Wesawa70%participationrateacrossthewholeorganisation and30%increaseinknowledgeretention.
A touch of serviceKeep it simple Adding game elements, one at a time Thought through scenarios
‘Atouchofservice’focussesonthecustomerserviceexperience.Serviceisakeystrategicimperativeforourclient.Thisgamestartedwithdiscussionsonwhatanexcellentserviceexperienceisallaboutandwhatthecustomerwillnotice.Employeesarechallengedtocreatemoreexcellentserviceexperienceswhilethestoremanagerinvited12unsuspectingcustomers,ourmysteryshoppers,dailytogiveacomplimentcardtoanemployeethatprovidedaexcellentserviceexperience.Thegameestablishedanincreaseincustomerfocusandaopenfeedbackculturetoimprovethecustomerexperience.Gamewillbeexpandedto10,000mysteryshoppersdaily
AH Shares GameStorytelling Monitor & track results
Ourclientwasseekingmoreentrepreneurialbehaviorfromallemployees.TheAHSharesgamefocusesonawarenessofcommercialtargetsandfindinginitiativestobemorecommerciallysuccessful.Inthegamedifferentdepartmentscancomeupweeklywithnewcommercialactivities.Therestoftheemployeescouldthenbuyvirtualsharesinthedifferentinitiatives.Theliftfactorofapplicableproductsalesdeterminedthesharevalue.Thegameresultedina10%increaseinoverallstoreperformance,increasedcreativethinkingandmoreinvolvementofallemployeesinthestore’scommercialsuccess.Thegameiscurrentlydeployedasadigitalmobileappforallemployees
Star serviceTrigger on intranet & social media Create a recognisable look & feel Ensure best practice sharing
TheStarServicegamefocusedjustas‘atouchofservice’onthecustomerserviceexperience.Thisgamefocusedoninternalawarenessofimprovementsinservicedelivery.Everyweekaspecificservicethemewasselectedandtranslatedinmysterymissionswith2distinctplayergroups:StarperformersandSpotters.StarperformersarechallengedtoshowdesiredservicesbehaviorsrelatedtothechosenthemewhileSpottersarechallengedtoidentifywhichcolleaguesweretheStarperformers.SpottersareawareoftheoverallthemehoweverunbeknownstofthespecificchosenbehaviorsandwhotheStarperformersare.Keyoutcomewasamoreopenculturewhereemployeessharefeedbackaboutserviceexperiences
Critical success factorsAnchoredtothebusinessstrategyIdentifykeybusinessobjectivestoreach toestablishsupportonalllevelsoftheorganisation
RootcauseanalysisDeep-diveintotherootcausesofcurrentbehaviorstofindtherelevanttriggersfornewbehaviors
ContinuousrelevantfeedbackReinforcementofdesiredbehaviorsisessentialkeepplayersengagedandcreatenewhabits
CreatingflowCreateajourneythatincreasinglyismorechallenging,buildsonpriorexperienceandisnevertooeasyortoohard
About &ranj
OUR VISION AND STRATEGY&ranj wantstoachievepositivebehavioralchangethroughplay.Wearecontinuouslygrowing.Wemeantoreachandpositivelyimpact20MIOusersplayingourgamesby2020.
CORE VALUES AND QUALITIES&ranj isaplayful,intense,authenticgamescompany.Wespecializeingamethinking,scaling,behavioralchange,creativityandstate-of-the-arttechnology.
FACTS• Foundedin1999• 35+employees• OfficesinRotterdam,Hamburg,Kuala
Lumpur• Successfullydesigned&developedover
400games• Focusonrecruitmentandassessment,
(corporate)trainingandchangeandhealthcaregames
TOGETHER WE BUILD A BRIGHTER FUTURE. WE ACHIEVE POSITIVE BEHAVIORAL CHANGE THROUGH PLAY
COREBUSINESSInthepastyears&ranj gamesspecializedin:• Establishingbehavioralchangethrough
immersion,motivation,andengagement• Uncoveringbusinessneeds&newinsights,
translatingtheseintogameconceptswithimpact
• Measurable&sustainablevaluecreation
AWARDS&ACKNOWLEDGEMENTSWealwaystrytopushthelimitsthroughourdesignsandcontinuouslylookforinnovation,whichisnoticed.Wereceivednumerousawardsforourgames.Forusthisisarecognitionforourabilities.EspeciallytheinternationalprizesliketheJapanPrizeforeducationandtheEuropeanInnovativeGamesAwardmeanalottous.
In 2015 we joined forces with &samhoud. &samhoud is a global management consultant. Combined we focus on on media (AR/VR), hospitality, food and gamification.
&ranj ExpertiseRECRUITMENT&ASSESSMENT·CORPORATETRAINING&CHANGE·HEALTHCARE
CUSTOMPROJECTS• Highend,complexgames• Customized• Forthecorporate,educationand
healthcaremarket• Varietyofsubjects
&RANJPRODUCTS• White-labelproductcreatedby&ranj• Standardproductwithwideapplicability
acrossfirms• Designcaneasilybeadjustedtothe
client’svisualidentity
GAMIFICATIONCONSULTANCY• Adviseclientstoimprovetheirbusiness
processesbytakingagamedesigner’sperspective
• ‘Ifthiswereagame,howwouldwemakeitmoreengagingand/orefficient?
• Foremployeeandcustomerengagementandbehavioralchange
PRODUCTSANDSERVICES