5 Success Stories
Gamification in Employee Engagement
Prepared By
Manu Melwin Joy
Assistant Professor
SCMS School of Technology and Management
Kerala, India.
Phone – 9744551114
Mail – manu_melwinjoy@yahoo.com
Kindly restrict the use of slides for personal purpose.
Please seek permission to reproduce the same in public forms and presentations.
5 Success Stories
1.Aspire
2.Idea Street
3.Microsoft Case Study
4.Plant Ville
5.The Wikipedia Adventure
ASPIRE
Gamification in Employee Engagement
CISCO
• Cisco use gamification
across a number of key
programs. One program
where they have
extensively incorporated
gamification techniques is
their Social Media Training
Program.
CISCO
• This program offers a
unique opportunity for
employees and contractors
at Cisco to build their social
media skillset. And the
opportunity to leverage the
skills they learn is manifold.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
CISCO
• For example, sales account
managers learn to use
Twitter to reach their
customers and human
resources representatives
learn to use LinkedIn to
reach potential candidates.
CISCO
• And, there are many other
job roles that benefit
through social media, such
as marketing (of course!)
and product development.
Progression Levels
• The Social Media Training
Program includes three
levels of certification:
– Specialist
– Strategist and
– Master.
Progression Levels
• Each level of certification
requires players to show
increasing levels of social
media expertise.
Progression Levels
• At the Specialist level,
players are required to take
15 courses. At the Strategist
level, players are required
to take an additional 13
courses and author a blog
post.
Progression Levels
• And, at the Master level,
players are required to 10
courses and create case
study illustrating an
integrated social media
initiative or create a social
media strategy.
Progression Levels
• In addition, there are also
four sub-specializations
available:
– Social Media for HR
– Social Media for Sales
– Social Media for Executive
Communication Managers
– Social Media for Internal
Partner Teams
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
Bring Fun into the Mix with Team Challenges
• In addition, the program
incorporates team
challenges where players
can join together in small
teams or participate as an
entire organization to
complete the certification.
Bring Fun into the Mix with Team Challenges
• This is an effective way for
individuals in an
organization to grow new
skills together. And players
earn badges for completing
team challenges.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
Firing up Motivation
• Learning is often an
intrinsically motivated
activity. Individuals enjoy the
challenge of learning new
skills. And, learning new
professional skills can help
them advance in their
careers.
Firing up Motivation
• And, when you combine the
intrinsic motivation with
gamification techniques,
this further encourages
participation and
engagement. The Social
Media Training program
and the use of gamification
drive engagement through
various techniques.
Firing up Motivation
• Exploration
– Players have fun exploring
social media topics. There
are many courses available,
and participants can learn
about the different aspects
of social media through the
courses.
Firing up Motivation
• Progression Loops
– With three levels of
certification, four sub-
specializations, and mid-way
level accomplishments, players
can progress through multiple
levels of learning. Each class
completed is a small challenge
achieved. And, each level of
certification is the larger
challenge. The goal of the game
is to get from Specialist to
Master for the core learning
track.
Firing up Motivation
• Teamwork
– Humans are social animals.
And, the team challenges
allow players to collaborate
and compete with each
other. Working together as a
team to achieve a goal can
be fun.
Firing up Motivation
• Over 650 individuals have
been certified with more
than 13,000 courses taken.
And, this number continues
to grow every day.
Idea Street
Gamification in Employee Engagement
Idea Street
• The United Kingdom’s
Department of Work
and Pensions created
an application called
Idea Street.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
Idea Street
• The purpose was to
increase employee
collaboration and
facilitate the sharing
of new project ideas.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
Idea Street
• The satisfaction of
contributing ideas, getting
quick feedback, receiving
badges, and moving up on
the leaderboard has
motivated the department’s
employees to use the
application.
Idea Street
• Within the first 18
months, about 4,000
employees generated
1,400 new candidate
projects on Idea Street.
Idea Street
• From this, 63
projects have been
implemented by the
Department.
Microsoft Case Study
Gamification in Employee Engagement
Microsoft
• The Challenge: Microsoft has
myriad language localization
needs for its many products,
and ensuring that
translations were accurate
and made sense was a huge
challenge for just one team.
Microsoft
• Gamified Solution: Microsoft built a
“Language Quality" game, which
involved a very simple Silverlight
application that let users view
screens to check for language
accuracy. Microsoft included
intentionally poor translations to
make sure its employees were
actually paying attention.
Microsoft
• Results: 4,500 users reviewed
500,000 screens to correct or
improve translations based on
their native languages.
Microsoft Japan actually took a
company-wide day off to play
the game and ended up
winning the leaderboard.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
Microsoft
• The Windows Language
Quality Game is a
serious game to ensure
the translation quality of
software.
Microsoft
• Players help verify and correct
the translations of software into
their own language. The game
not only encouraged people to
contribute to it by making it
fun, but also channeled civic
engagement by allowing
everyone to help make
Windows a better product.
Microsoft
• Ross Smith is the Director of
Test at Microsoft, and he has
been in the software industry
for over 20 years. He has 5
software patents, and he is
one of the authors of, “The
Practical Guide to Defect
Prevention.”
Microsoft
• He is currently researching the
impact of games and social
networking tools on management
education and requisite skills for
new managers. His work led to the
creation of 42projects, which is an
experiment that uses trust as the
basis for promoting individual
confidence, risk-taking, and
creativity.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
Microsoft
• His work on productivity gaming for
next-generation employees and
management initiatives is a great
example of how gamification has
changed the professional landscape.
Such an example is the Windows
Language Quality Game, which was a
successful initiative to find a cost-
effective and fun way to increase the
quality of the native language versions of
Windows.
How Microsoft Leads with Gamification
• Ross understands the shifting
demographics of the workforce and
believes that companies need to
redefine how work “works”. The
future generation of employees,
Gen Y, has grown up with
technology integrated into their
daily lives, effectively changing the
way today’s world communicates,
prioritizes, and produces.
How Microsoft Leads with Gamification
• Gen X managers need to
understand how to bring out the
creativity of Gen Y’s unique
talents rather than inhibiting
possible risk-taking. To improve
upon management and
innovation, Ross Smith
created productivity games.
How Microsoft Leads with Gamification
• Productivity games are a subset
of serious games, and they
incorporate using game elements
to boost engagement and
creativity of otherwise dull or
difficult tasks. Ross believes that
games and collaborative play
help motivate and make work
fun.
How Microsoft Leads with Gamification
• His theory is that collaborative
play builds trust among the
players, and that trust leads to
greater experimentation. A
higher degree of
experimentation leads to
creativity, innovation, and
increased personal satisfaction.
How Microsoft Leads with Gamification
• In a highly competitive
business environment,
composure is needed at all
levels to ensure a high quality
product and quality of life for
employees. Composure starts
with trust, and trust can be
built with productivity games.
PLANTVILLE
Gamification in Engagement
SIEMENS
• Plantville is an innovative,
educational and fun way for
Siemens to engage
customers, employees,
prospects, students and the
general public while driving
awareness of Siemens
technologies and brand.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
SIEMENS
• The game enables players
to improve the health of
their plants by learning
about and applying
industrial and infrastructure
products and solutions
from Siemens.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
SIEMENS
• Gamers will be measured
on a number of Key
Performance Indicators
(KPIs), including safety, on
time delivery, quality,
energy management and
employee satisfaction.
SIEMENS
• Throughout the game,
players will be able to
interact with Pete the Plant
Manager, whose plant has
just won the "Plant of the
Year" award.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
SIEMENS
• Pete shares his best
practices throughout the
game to help players
achieve outstanding results
in plant performance.
SIEMENS
• He will use webisodes, the
Plantville Cafe, Puzzlers, and
Facebook, LinkedIn and
Twitter accounts to dialogue
with gamers, provide hints to
playing the game, and host a
leader board for contestants.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
SIEMENS
• In Plantville, players can
select which of the three
virtual plants they would
like to manage first: – a
bottling plant, a vitamin
plant or a plant that builds
trains.
SIEMENS
• At the start of the game, each
type of plant is faced with
different challenges. The
players must identify the
challenges facing their plant
and implement solutions to
improve the plant's KPIs.
SIEMENS
• Gamers will compete with
one another on a number of
levels, including plant-to-
plant and on specific KPIs.
Pete's leader board will keep
track of which players are
performing the best on each
of the levels.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
SIEMENS
• Gamers will compete with
one another on a number of
levels, including plant-to-
plant and on specific KPIs.
Pete's leader board will keep
track of which players are
performing the best on each
of the levels.
The Wikipedia Adventure
Gamification in Employee Engagement
The Wikipedia Adventure
• Wikipedia is the world’s most
popular online encyclopedia
and one of the most visited
sites on the web, but for
users, it also is known for
being complicated and
intimidating.
The Wikipedia Adventure
• As a result, the number of
volunteer editors has
dropped since 2007,
prompting the company to
develop “The Wikipedia
Adventure”.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
The Wikipedia Adventure
• It is a seven-mission,
gamified interactive
onboarding tutorial to
teach people how to edit
Wikipedia in just a few
hours.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
The Wikipedia Adventure
• The program takes the
user through a simulated
quest to edit an article,
meeting challenges
along the way.
Gamification in employee engagement -  5 success stories - Manu Melwin Joy
The Wikipedia Adventure
• They can earn badges and
barnstars for personal
accomplishments such as
bringing a piece of content up
to a higher standard and
diligent copyediting. Users
can then display their badges
publicly.
The Wikipedia Adventure
• According to Jake Orlowitz,
administrator and editor at
Wikipedia, 89% of the
participants who complete the
game feel more confident as
editors, 77% want to edit more,
and they make 290% more edits
than non-participants.
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Gamification in employee engagement - 5 success stories - Manu Melwin Joy

  • 1. 5 Success Stories Gamification in Employee Engagement
  • 2. Prepared By Manu Melwin Joy Assistant Professor SCMS School of Technology and Management Kerala, India. Phone – 9744551114 Mail – [email protected] Kindly restrict the use of slides for personal purpose. Please seek permission to reproduce the same in public forms and presentations.
  • 3. 5 Success Stories 1.Aspire 2.Idea Street 3.Microsoft Case Study 4.Plant Ville 5.The Wikipedia Adventure
  • 5. CISCO • Cisco use gamification across a number of key programs. One program where they have extensively incorporated gamification techniques is their Social Media Training Program.
  • 6. CISCO • This program offers a unique opportunity for employees and contractors at Cisco to build their social media skillset. And the opportunity to leverage the skills they learn is manifold.
  • 8. CISCO • For example, sales account managers learn to use Twitter to reach their customers and human resources representatives learn to use LinkedIn to reach potential candidates.
  • 9. CISCO • And, there are many other job roles that benefit through social media, such as marketing (of course!) and product development.
  • 10. Progression Levels • The Social Media Training Program includes three levels of certification: – Specialist – Strategist and – Master.
  • 11. Progression Levels • Each level of certification requires players to show increasing levels of social media expertise.
  • 12. Progression Levels • At the Specialist level, players are required to take 15 courses. At the Strategist level, players are required to take an additional 13 courses and author a blog post.
  • 13. Progression Levels • And, at the Master level, players are required to 10 courses and create case study illustrating an integrated social media initiative or create a social media strategy.
  • 14. Progression Levels • In addition, there are also four sub-specializations available: – Social Media for HR – Social Media for Sales – Social Media for Executive Communication Managers – Social Media for Internal Partner Teams
  • 16. Bring Fun into the Mix with Team Challenges • In addition, the program incorporates team challenges where players can join together in small teams or participate as an entire organization to complete the certification.
  • 17. Bring Fun into the Mix with Team Challenges • This is an effective way for individuals in an organization to grow new skills together. And players earn badges for completing team challenges.
  • 19. Firing up Motivation • Learning is often an intrinsically motivated activity. Individuals enjoy the challenge of learning new skills. And, learning new professional skills can help them advance in their careers.
  • 20. Firing up Motivation • And, when you combine the intrinsic motivation with gamification techniques, this further encourages participation and engagement. The Social Media Training program and the use of gamification drive engagement through various techniques.
  • 21. Firing up Motivation • Exploration – Players have fun exploring social media topics. There are many courses available, and participants can learn about the different aspects of social media through the courses.
  • 22. Firing up Motivation • Progression Loops – With three levels of certification, four sub- specializations, and mid-way level accomplishments, players can progress through multiple levels of learning. Each class completed is a small challenge achieved. And, each level of certification is the larger challenge. The goal of the game is to get from Specialist to Master for the core learning track.
  • 23. Firing up Motivation • Teamwork – Humans are social animals. And, the team challenges allow players to collaborate and compete with each other. Working together as a team to achieve a goal can be fun.
  • 24. Firing up Motivation • Over 650 individuals have been certified with more than 13,000 courses taken. And, this number continues to grow every day.
  • 25. Idea Street Gamification in Employee Engagement
  • 26. Idea Street • The United Kingdom’s Department of Work and Pensions created an application called Idea Street.
  • 28. Idea Street • The purpose was to increase employee collaboration and facilitate the sharing of new project ideas.
  • 30. Idea Street • The satisfaction of contributing ideas, getting quick feedback, receiving badges, and moving up on the leaderboard has motivated the department’s employees to use the application.
  • 31. Idea Street • Within the first 18 months, about 4,000 employees generated 1,400 new candidate projects on Idea Street.
  • 32. Idea Street • From this, 63 projects have been implemented by the Department.
  • 33. Microsoft Case Study Gamification in Employee Engagement
  • 34. Microsoft • The Challenge: Microsoft has myriad language localization needs for its many products, and ensuring that translations were accurate and made sense was a huge challenge for just one team.
  • 35. Microsoft • Gamified Solution: Microsoft built a “Language Quality" game, which involved a very simple Silverlight application that let users view screens to check for language accuracy. Microsoft included intentionally poor translations to make sure its employees were actually paying attention.
  • 36. Microsoft • Results: 4,500 users reviewed 500,000 screens to correct or improve translations based on their native languages. Microsoft Japan actually took a company-wide day off to play the game and ended up winning the leaderboard.
  • 38. Microsoft • The Windows Language Quality Game is a serious game to ensure the translation quality of software.
  • 39. Microsoft • Players help verify and correct the translations of software into their own language. The game not only encouraged people to contribute to it by making it fun, but also channeled civic engagement by allowing everyone to help make Windows a better product.
  • 40. Microsoft • Ross Smith is the Director of Test at Microsoft, and he has been in the software industry for over 20 years. He has 5 software patents, and he is one of the authors of, “The Practical Guide to Defect Prevention.”
  • 41. Microsoft • He is currently researching the impact of games and social networking tools on management education and requisite skills for new managers. His work led to the creation of 42projects, which is an experiment that uses trust as the basis for promoting individual confidence, risk-taking, and creativity.
  • 43. Microsoft • His work on productivity gaming for next-generation employees and management initiatives is a great example of how gamification has changed the professional landscape. Such an example is the Windows Language Quality Game, which was a successful initiative to find a cost- effective and fun way to increase the quality of the native language versions of Windows.
  • 44. How Microsoft Leads with Gamification • Ross understands the shifting demographics of the workforce and believes that companies need to redefine how work “works”. The future generation of employees, Gen Y, has grown up with technology integrated into their daily lives, effectively changing the way today’s world communicates, prioritizes, and produces.
  • 45. How Microsoft Leads with Gamification • Gen X managers need to understand how to bring out the creativity of Gen Y’s unique talents rather than inhibiting possible risk-taking. To improve upon management and innovation, Ross Smith created productivity games.
  • 46. How Microsoft Leads with Gamification • Productivity games are a subset of serious games, and they incorporate using game elements to boost engagement and creativity of otherwise dull or difficult tasks. Ross believes that games and collaborative play help motivate and make work fun.
  • 47. How Microsoft Leads with Gamification • His theory is that collaborative play builds trust among the players, and that trust leads to greater experimentation. A higher degree of experimentation leads to creativity, innovation, and increased personal satisfaction.
  • 48. How Microsoft Leads with Gamification • In a highly competitive business environment, composure is needed at all levels to ensure a high quality product and quality of life for employees. Composure starts with trust, and trust can be built with productivity games.
  • 50. SIEMENS • Plantville is an innovative, educational and fun way for Siemens to engage customers, employees, prospects, students and the general public while driving awareness of Siemens technologies and brand.
  • 52. SIEMENS • The game enables players to improve the health of their plants by learning about and applying industrial and infrastructure products and solutions from Siemens.
  • 54. SIEMENS • Gamers will be measured on a number of Key Performance Indicators (KPIs), including safety, on time delivery, quality, energy management and employee satisfaction.
  • 55. SIEMENS • Throughout the game, players will be able to interact with Pete the Plant Manager, whose plant has just won the "Plant of the Year" award.
  • 57. SIEMENS • Pete shares his best practices throughout the game to help players achieve outstanding results in plant performance.
  • 58. SIEMENS • He will use webisodes, the Plantville Cafe, Puzzlers, and Facebook, LinkedIn and Twitter accounts to dialogue with gamers, provide hints to playing the game, and host a leader board for contestants.
  • 60. SIEMENS • In Plantville, players can select which of the three virtual plants they would like to manage first: – a bottling plant, a vitamin plant or a plant that builds trains.
  • 61. SIEMENS • At the start of the game, each type of plant is faced with different challenges. The players must identify the challenges facing their plant and implement solutions to improve the plant's KPIs.
  • 62. SIEMENS • Gamers will compete with one another on a number of levels, including plant-to- plant and on specific KPIs. Pete's leader board will keep track of which players are performing the best on each of the levels.
  • 64. SIEMENS • Gamers will compete with one another on a number of levels, including plant-to- plant and on specific KPIs. Pete's leader board will keep track of which players are performing the best on each of the levels.
  • 65. The Wikipedia Adventure Gamification in Employee Engagement
  • 66. The Wikipedia Adventure • Wikipedia is the world’s most popular online encyclopedia and one of the most visited sites on the web, but for users, it also is known for being complicated and intimidating.
  • 67. The Wikipedia Adventure • As a result, the number of volunteer editors has dropped since 2007, prompting the company to develop “The Wikipedia Adventure”.
  • 69. The Wikipedia Adventure • It is a seven-mission, gamified interactive onboarding tutorial to teach people how to edit Wikipedia in just a few hours.
  • 71. The Wikipedia Adventure • The program takes the user through a simulated quest to edit an article, meeting challenges along the way.
  • 73. The Wikipedia Adventure • They can earn badges and barnstars for personal accomplishments such as bringing a piece of content up to a higher standard and diligent copyediting. Users can then display their badges publicly.
  • 74. The Wikipedia Adventure • According to Jake Orlowitz, administrator and editor at Wikipedia, 89% of the participants who complete the game feel more confident as editors, 77% want to edit more, and they make 290% more edits than non-participants.