Whitepaper Coolcenter
Whitepaper Coolcenter
CATION
HOW TO ENHANCE
ENGAGEMENT IN A
CORPORATE CONTEXT
SUMMARY
And who can deny that, when it comes to businesses, good results are
closely linked to a team’s ability to reinvent themselves and learn new
skills? This is why there is so much talk around engagement in the
business context: the more committed professionals are, the greater the
productivity and quality of what is produced.
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GAMIFICATION
AND ENGAGEMENT
“GAMIFICATION IS A DESIGN THAT GIVES GREATER
EMPHASIS TO HUMAN MOTIVATION IN THE PROCESS.”
Yu-kai Chou, gamification “guru”
MEANING
REALIZAÇÃO EMPOWERMENT
GRACE UNPREDICTABILITY
ANNULMENT
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This framework is an artifice created by Yu-kai Chou (known as the “guru”
of gamification) to analyze and build strategies for projects, and aims to
reflect the criteria that make it a fun and efficient game. Chou’s Scheme
– a geometric shape of eight sides, each representing a different type of
motivation - has some concerns that every manager should keep in mind
when creating a gamification project.
Eight motivators (or core drivers) between actions linked to the right side
of the brain, such as creativity; and actions related to the left part of the
brain, which is more logical. The top part, called white hat gamification,
brings positive feelings, but not urgency.
For example, a motivator found on the top part is the “Epic Meaning”,
which means accomplishing something larger than life, something that
will influence several other people, but that does not need to be done
immediately. At the bottom, the black hat gamification does not bring such
a good feeling, but is associated with a great sense of urgency, such as
implementing an action because you will lose points, badges or status if
you don’t.
For this reason, it is necessary to understand who are these people and
what motivates them to act. Just as design thinking, gamification must be
centered around the human being, and take into account the behavior as
well as understand people’s contexts, habits and values. This is because
the idea is not to create a simple game, but a business solution that can
positively impact a team’s engagement and productivity.
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It is noteworthy that two very strong aspects of motivation for people are
the social issue of the game and the feeling of progressing in a given task.
The latter takes into account that people are technologically connected
all the time, but not with each other. In this regard, games and gamified
solutions that make them interact more end up producing new meanings.
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5 STEPS TO GAMIFY
YOUR COMPANY
A study by the Gartner Group noted that by 2015, 40% of Fortune 1000
companies have already implemented gamification in at least one
management procedure. Among other factors, the institution stated that,
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Source: when thinking about a gamification project, it is essential to identify and
The gamification
of business – Brian declare the company’s objectives, as well as analyze if the methodology is
Burke, Forbes, 2013 the best way to achieve these goals
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3_ENCOURAGE COLLABORATION
The more relevant this metaphor for the team, the more people will get
involved. It is important to use psychology in gamified activities, and
always deal with positive feedback (points, badges, status, progression,
etc.) to build motivation.
5_USE TOOLS
This entire process can be done with resources that are available in
the office, such as paper and pencils. Everything will depend on the
gamification level you want, on the time available and people operating
this mechanism. The most popular option these days is the adoption of a
software to serve as a gamification platform for the company.
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WHY GAMIFY YOUR
TEAM’S ACTIVITIES?
Gamification increases the perception of professional capacity, making
difficult tasks seem simple and fun challenges. Remember: this is not just
a game. What differentiates gamification from common electronic games
is that its purpose covers a completely different goal.
While games are used purely for fun, gamification focuses on using
specific techniques to a broader understanding of internal operational
processes, enabling new knowledge, use of best practices and an increase
in productivity for an individual and for the collectivity.
WHERE TO BEGIN?
_Why
_ would a game benefit the users of the service?
_What
_ are the business objectives behind this game?
_How
_ will game mechanics make users reach business objectives?
_What
_ is the central problem to be worked on?
_Is
_ the problem relevant for the company?
_Is
_ it aligned to the business goals?
_What
_ is the behavior to be modified?
_In
_ what environment/context does the game fit?
_What
_ is the most appropriate platform for the game?
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WHAT ATTRACTS EACH GENDER IN GAMES
men women
_spatial
_ puzzles _dialogue
_ and verbal puzzles
_trial
_ and error _learn
_ through examples
_competition
_ _situations
_ similar to reality
_destruction
_ _providing,
_ caring
_mastery
_ _emotions
_
This is the reason for the game, the main goal of your gamification
initiative. Defining the mission is extremely significant for the game to be
successful and appeal to players. The game’s mission should be:
_specific
_
_measurable
_
GAMIFICATION: HOW TO ENHANCE ENGAGEMENT IN A CORPORATE CONTEXT | MJV TECHNOLOGY & INNOVATION. ALL RIGHTS RESERVED.
_reachable
_
_realistic
_
_solvable
_ within the stipulated time
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CASE: GAMIFICATION
TO ENGAGE CALL
CENTER EMPLOYEES
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HOW IS THIS GAME PLAYED BY THE ATTENDANT?
What sets the CoolCenter apart is the fact that some behaviors should be
encouraged, such as cooperation and proactivity. These behaviors render
points in the game through missions and challenges, whose purpose is
to make the work’s objective more tangible and make attendants connect
more with the activity it performs.
_Possibility
_ for reduction in the costs of training and teaching;
_Increased
_ operator assertiveness;
_Streamlining
_ the service process;
_More
_ efficient monitoring for the quality control area;
_Generation
_ of humanized indicators for services;
_Reduce
_ the average cost per service;
_Reduce
_ turnover, which is a difficult goal to achieve, but MJV
believes it can be achieved indirectly with the CoolCenter.
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ABOUT MJV
Since 1997, MJV Technology & Innovation has been working with
some of the world’s largest companies on their business challenges.
Based out of offices in Europe, the United States and Latin America,
the consultancy now has a multidisciplinary team of more than
300 members.
YSMAR VIANNA
President
[email protected]
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