Gamification : a mantra for customer-employee engagement
By Deepanie Perera and Madu Ratnayake
Millennials are coming and they are different. Did you know that soon
the world will be ruled by the millennials?
'Millennials' aka Generation Y, is the generation that is just
entering or is in line to enter the work force. They are typically those
who were born between 1983 and 2003.
Among the distinct characteristics of the generation are recognition
and reward obsession, short attention spans, high creativity, the desire
for diversity and working with cross-cultures, born networking skills,
an identity as technology savvy, ambitious, more fun-loving, and more
loyal to their career versus their employer.
By 2025, 75 percent of the global workforce will be made up of
millennials. In the United States alone, 28 percent of managerial
positions are already held by millennials. Sixty percent of today's
millennials use social media to rant and rave about companies and
products. They account for US$ 1.3 trillion of what consumers spend
annually.
Deloitte, which is engaged in global research on millennials found
that they want leadership, and they want it their way. It also found
that they are less interested in running your company than running their
own. Seventy percent of respondents according to the research wanted to
launch their own organisation with the highest percentages coming from
Brazil, China, India (emerging markets), and Mexico.
Service
In the same study, when millennials busted many stereotypes, the
leaders' (Gen Xers - born between 1964 and 1982, and Boomers - born
between 1946 and 1963) perception of millennials did not change
drastically, as they continued to cite maturity and self-awareness as
key development needs of millennials.
They thrive on fairness and performance-based appraisals, not tenure.
Don't expect long and loyal service, just results, with the right
ingredients provided.
Cathy Benko and Molly Anderson's 'The Corporate Lattice' may be just
the right recipe for some of our corporate ills. It challenges the
traditional corporate ladder approach of leadership development and
reinforces the dire urgency of creating leadership opportunity at every
layer of the ladder, making it look like a 'lattice'.
For those organisations with traditional models of management and
leadership with a strict hierarchy, where millennials have to adapt to
such strict structures, time may be fast running out.
In fact, they may be pushing their organisations to the brink of
extinction. Extinction, because the labour force that is made of
millennials sooner or later won't be choosing such environments for
work, as their interests lies elsewhere. According to Gartner Inc.
sources, the video game market place is supposed to see a growth of 18.3
percent this year, reaching $128 billion by 2017.
Motivation
This is a direct impact of the rapidly increasing video game
addiction of millennials, where it is estimated that by the age of 21, a
millennial child would have spent 10,000 hours playing video games.
That is equivalent to 416.6 days. With that much of game play,
millennials are hardwired or addicted to the rush that a game delivers
by the time they join the workforce. So creating game-like environments
to engage your millennial customers and employees not only makes sense,
but has become a necessity.
Why is gaming addictive?
In the centre of the very concept of games lies the need to win, the
need to feel successful and be recognised and satisfied at the end of it
all. From a psychological perspective, making work or any other activity
similar to a game where winners and achievements are recognised will
amount to a serious boost in motivation.
This is scientifically explained by the chemical 'Dopamine', which in
fact is a hormone the brain releases every time one achieves victory,
which gives a momentary 'high' that makes the body feel good over such
achievement.
Dopamine functions as a neurotransmitter, meaning it is released by
nerve cells in the brain to send signals to other nerve cells. Among
several distinct functions of Dopamine systems, reward-motivated
behaviour is one major role it plays and is responsible for, whereby as
a result, the more the reward, the more dopamine that gets released.
When achievement is backed by recognition, it leaves the person
motivated not only momentarily but on the long term, making him or her
want to do more. It motivates the person to achieve and continue to want
to achieve.
Applying game mechanics to a non-game environment such as the
workplace to attain behavioural change through greater employee
engagement, has today, become a proved, powerful strategy to influence
and motivate the workforce, not only to achieve immediate goals but also
as a tool for innovation. This concept has come to be known as 'gamification'.
According to Bunchball sources, a leading gamification company,
gamification is the process of taking something that already exists - a
website, an enterprise application, an online community - and
integrating game mechanics into it to motivate participation, engagement
and loyalty.
Gamification takes the data-driven techniques that game designers use
to engage players, and applies them to non-game experiences to motivate
actions that add value to your business.
Making the workplace a fun-to-be game-like environment will motivate
the millennial employee to overcome the Monday morning blues as they
will experience an addiction to Dopamine at work, making it an exciting
proposition to look forward to work. Imagine a weekend of games to a
work-week of games?
A 'well-gamified process' will create a near game-like engagement for
employees and customers.
It creates opportunities for employees to accomplish regular small
wins and earn a healthy reputation among peers in a fun environment,
which is essential for deeper engagement.
Some key building blocks of enterprise gamification:
Scoring is essential for games. A simple point scheme or a counting
scheme will keep score of accomplishments. Levels show the depth of
mastery one has achieved pertaining to a certain skill, process or a in
a new challenge. Levels establish a sense of progress.
Badges are the way to build one's digital reputation. Badges
symbolise skills, accomplishments or contributions and act as an
intrinsic reward for achievement.
Leaderboards provide visibility and ranking. They drive competition,
thereby, improving overall performance and help build reputation.
These are some of the more visible elements of gamification, a proper
design, however, needs a deeper understanding of motivations to choose
the right game mechanics and to even decide whether gamification is
appropriate in a given context.
Over 70 percent of the global Virtusans (Virtusa employees) are
millennials. Given this realisation, the company proactively adopted a
strategy to engage this generation of the workforce using technology.
To ensure co-creation of value for an engaged customer and an engaged
employee, their differentiation strategy meant innovation, productivity
and agility to remain integrated.
An important part of a three-pronged approach for Virtusa was
gamification of employee outcomes. An internal social network pretty
much similar to Facebook connects Virtusa communities innovatively.
A multitude of outcomes and KPIs receive immediate recognition
through the award of well defined badges and points, which are visible
to the entire organisation. With breaking down work to the smallest
component possible and enhancing it by adopting gamification and social
networks, they bring friends, fun and feedback in regular cycles to
build a game-like environment at work with opportunities for Dopamine to
work.
Here to stay
This year over 70 percent of Global 2000 organisations will have at
least one 'gamified' application, according to Gartner Inc. analysts.
While the success of gamification is largely driven by novelty and hype,
gamification is positioned to become a highly significant trend over the
next five years.
"Gamification inspires deeper, more engaged relationships and change
behaviour, but it needs to be implemented thoughtfully," said Research
Vice President at Gartner, Brian Burke. "Most attempts at gamification
currently miss the mark, but successful and sustainable gamification can
convert customers into fans, turn work into fun, or make learning a joy.
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