29. Results
• Increased user retention across the program.
• 46.6% of users returned daily
• 36.3 % of users returned weekly
• Active user engagement and adoptions
• Average of 3 achievements unlocked per active user
• Top users have earned as many as 30 achievements
• Within 6 months, a user unlocked the Leadership Academy
Graduate achievement, a milestone that was expected to
take 12 months for the average user.
• Users have also commented that the experience has become
“addictive” inspiring friendly competition between peers and
spurring more people to complete their learning plans.
30. • “Daily Challenge”
– New challenge each day in email
– Earn points
– Progress through levels
Case 3: Health and Wellness
74. Lessons Learned
1. Chose right project for gamification
2. Chose a “proven” vendor
3. Start with a pilot implementation
4. Include games and gamification as part of a larger curriculum
5. Employee engagement does not need to be lengthy
6. Keep it simple, don’t gamify everything
7. Have a clear idea of what they are trying to accomplish from
gamification initiative (goals and outcomes)
8. Establish clear metrics that you’ll use to measure those
accomplishments.
9. Take an approach that is tailored to your audience.
10. Gamification is not a one‐size‐fits all exercise—it needs to
resonate with the appropriate motivation, goals and rewards.