Business plan for CBC(Cognizant Business Consulting) to foray into the Gamification Enterprise Products & Consulting market. Worked closely with senior management to develop actionable strategy addressing all internal & external stakeholders
2. Gamification industry at a critical stage
Industry will grow rapidly for the next 2 – 3 years
Gamification can help solve contemporary challenges:
Emergence of Millennials – digital upbringing, very collaborative, very
varied motivations, lower intrinsic engagement
Increase collaboration – among employees and clients
50% of Innovation solutions will be gamified by 2015
Cost arbitrage
Gamification as a competency will have to be developed to leverage
on providing another suite of IT solutions
Gamification to be one of the key disruptors that will effect companies in not-so distant future –
Tech Trends Report, Deloitte
4. Value proposition - Scenarios
Timesheet Non Compliance – Market Survey
Gamification Level
Workload - Stress
Factor
No Gamification Gamification with
individual scores
Gamification with
individual and team
scores
Low 19.17% 8.89% 7.20%
Medium 41.54% 22.22% 17.86%
High 44.62% 29.63% 20.00%
Non Compliance 35.53% 20.25% 15.31%
Huge cost savings
Savings of
valuable time of
managers
High level of
time-sheet
compliance
will lead to
5. Value proposition - Scenarios
Employee satisfaction attributes improvement. “Employee Value Factors Curve”
Medium
TO BE
AS IS
High
Low
6. Business Idea
Set up Independent Advanced Solutions group; possibly through
acquisition of small Gamification product firms
Get gamification experts from outside, domain & technical experts
through internal transfer
Internal suite
of Gamified
Services
Gamification
Strategy
Consulting
Gamification
Enterprise
Products
Leverage existing domain and technical competencies in Cognizant Business
Consulting
Nurture clients with the objective of moving them into Gamification
products & services space
Gamify projects to bolster performance of key benchmark
activities like – Project management, time sheet filling, sales tracking
etc.
Promote employee, customer collaboration & loyalty
8. Some Applications
Market Research
X-pert Badges & point systems
Limited time in TOMA studies
Feedback at periodic stages
Timesheet compliance
Team and Individual badges
Constant feedback
Achievement and maintenance of badges
Promote bottom up responsibility
Gamifying Cognizant 2.0
Rewards for usage of cognizant 2.0 modules
task creation and maintenance
Monitor efforts of associates and provide feedback
Skills and recognition in profile page
12. Financials
-
100.00
200.00
300.00
400.00
500.00
600.00
2013 2014 2015 2016 2017 2018 2019 2020
Revenues and PAT (Assuming a 10%
market share in 3 years)
Revenue
PAT
Year
Market
Potential
(in Millions
USD)
Target
Market
Share
Revenue
(in
millions
USD)
Income
(in millions
USD)
PAT
(in
millions
USD)
2012 242.00
2013 522.00 2.00% 10.44 0.94 0.70
2014 980.00 5.00% 49.00 4.41 3.31
2015 1,707.00 8.00% 136.56 12.29 9.22
2016 2,830.00 10.00% 283.00 25.47 19.10
2017 3,600.00 10.00% 360.00 32.40 24.30
2018 3,960.00 10.00% 396.00 35.64 26.73
2019 4,356.00 10.00% 435.60 39.20 29.40
2020 4,791.60 10.00% 479.16 43.12 32.34
NPV 88.13
Key assumptions
Cost of Capital 9%
Operating margin 20%
Applicable Tax rate 25%
13. Team
Entrepreneur - 2 startups in
Mumbai & Pune
Designing & architecting internet
media products
R&D in Technology & Presales for
fortune 500 clients
Bhavik Kaul
Loves to dream big and a „Go-
getter‟ by attitude
Diehard Social Networker and
Technology Enthusiast
National level case winner
Guest editor to the Times of India
& a published amateur poet
Vishal Verma Anand Vishnu TA
Holds a patent. Passionate about
innovation
Finance whizkid. Ex-cognizant
Voracious reader. University
topper