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enterprise gamification
       how to drive and reward valuable employee behaviors




esteban kolsky - thinkJar
organizations with high
 engagement rates are 78%
more productive & 40% more
    profitable than those
organizations with low levels
      of engagement
the best organizations have
      eight fully engaged
 customers for every actively
 disengaged customer, they
also have eight fully engaged
employees for every actively
    disengaged employee
Best Buy sees a $100,000
 annual increase in sales at
any location where employee
   engagement rises 2%
listen (and act on their feedback)

           work is fun

    let them be who they
    want to be (incentivize it)

provide the growth path and
environment they need (managed)

       change the culture
gamification platform

  analytics    reputation
                            gaming engine
   engine        engine

  rewards       tracking
                             connectors
   engine        engine



use a gamification platform to make it happen
people rarely succeed unless they have fun in what they are doing
                                                     dale carnegie




   learn personalities (listen, track, analyze)
   weave them into work (change)

                family atmosphere (change)
                Encourage celebrations (rewards)


         leverage gamification platform
whosoever desires constant success must change his conduct
with the times
                                            niccolo machiavelli


    change management initiatives


                     employees change culture



                rewards are most critical aspect
but find something that you absolutely love doing. and then get to
love the way you do it. that's the uniqueness of all of us. that's it.
                                                               al lewis


     celebrate unique personalities

                   Open new channels of interaction

  build individual work(play) models


          Cannot do with gamification platform
EMC
                                      RAMP
    recognition, awards, motivation program
entice and incentivize right behaviors
     align behaviors with corporate strategy
integrated internal and external network

    twenty percent increase in activity y/y

     lessons: set expectations, no money,
     consolidate, simplify
the happiest employees are

   180% more energized
155% happier with their jobs
   150% happier with life
    108% more engaged
 taking 66% less sick leave
    50% more motivated
0ne of the most sincere forms of respect is actually listening to
what another has to say.
                                                    Bryant H. McGill


   encourage and track feedback


                 leverage social, activity ,
                 collaboration streams


          feedback via games, both ways
Without continual growth and progress, such words as
improvement, achievement, and success have no meaning.
                                               Benjamin Franklin


   tie reputation to growth


                use rewards to encourage
                experimentation, not growth


   personalize growth, tie to group & ompany
Deloitte’s
internal sharing network – powering 182,000

sharing grew year/year dramatically
      turn to network first to seek resources
easier to find expertise, deliver value
        built mobile app to increase adoption
recognition increases high-value behaviors
     lessons: people want to share and need
     infrastructure, entice and incentivize
effect on           engaged    disengaged


      operating income    increase    decrease
                           19.2 %      32.7 %

meeting customer needs     70 %        17 %

    company advocates      67 %         3%

recommending products      78 %        13 %

bringing out creativity    59 %         3%

   being happy at work     86 %         11 %
❶ focus on behaviors, not gaming
❷ build a platform, not a game
❸ inventory and evaluate
❹ fit and leverage existing processes
❺ set the goals, be ambitious
❻ find the way to reach the goals
❼ bridge the gaps
❽ change priorities

gamification for business value requires methodology
benchmark employee
 sentiment and engagement

get suggestions on making
  work fun and engaging

implement the platform and
      test few things
82% of employees are motivated by
        recognition (not money)

 69% of employees would work harder if
      they were better recognized

49% of employees would leave their job for
     an offer with better recognition


the most effective way to engage employees
  is to treat them like valuable people with
           skills not valuable skills
listen (and act on their feedback)

           work is fun

    let them be who they
    want to be (incentivize it)

provide the growth path and
environment they need (managed)

       change the culture
how to drive and reward valuable employee behaviors

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how to drive and reward valuable employee behaviors

  • 1. enterprise gamification how to drive and reward valuable employee behaviors esteban kolsky - thinkJar
  • 2. organizations with high engagement rates are 78% more productive & 40% more profitable than those organizations with low levels of engagement
  • 3. the best organizations have eight fully engaged customers for every actively disengaged customer, they also have eight fully engaged employees for every actively disengaged employee
  • 4. Best Buy sees a $100,000 annual increase in sales at any location where employee engagement rises 2%
  • 5. listen (and act on their feedback) work is fun let them be who they want to be (incentivize it) provide the growth path and environment they need (managed) change the culture
  • 6. gamification platform analytics reputation gaming engine engine engine rewards tracking connectors engine engine use a gamification platform to make it happen
  • 7. people rarely succeed unless they have fun in what they are doing dale carnegie learn personalities (listen, track, analyze) weave them into work (change) family atmosphere (change) Encourage celebrations (rewards) leverage gamification platform
  • 8. whosoever desires constant success must change his conduct with the times niccolo machiavelli change management initiatives employees change culture rewards are most critical aspect
  • 9. but find something that you absolutely love doing. and then get to love the way you do it. that's the uniqueness of all of us. that's it. al lewis celebrate unique personalities Open new channels of interaction build individual work(play) models Cannot do with gamification platform
  • 10. EMC RAMP recognition, awards, motivation program entice and incentivize right behaviors align behaviors with corporate strategy integrated internal and external network twenty percent increase in activity y/y lessons: set expectations, no money, consolidate, simplify
  • 11. the happiest employees are 180% more energized 155% happier with their jobs 150% happier with life 108% more engaged taking 66% less sick leave 50% more motivated
  • 12. 0ne of the most sincere forms of respect is actually listening to what another has to say. Bryant H. McGill encourage and track feedback leverage social, activity , collaboration streams feedback via games, both ways
  • 13. Without continual growth and progress, such words as improvement, achievement, and success have no meaning. Benjamin Franklin tie reputation to growth use rewards to encourage experimentation, not growth personalize growth, tie to group & ompany
  • 14. Deloitte’s internal sharing network – powering 182,000 sharing grew year/year dramatically turn to network first to seek resources easier to find expertise, deliver value built mobile app to increase adoption recognition increases high-value behaviors lessons: people want to share and need infrastructure, entice and incentivize
  • 15. effect on engaged disengaged operating income increase decrease 19.2 % 32.7 % meeting customer needs 70 % 17 % company advocates 67 % 3% recommending products 78 % 13 % bringing out creativity 59 % 3% being happy at work 86 % 11 %
  • 16. ❶ focus on behaviors, not gaming ❷ build a platform, not a game ❸ inventory and evaluate ❹ fit and leverage existing processes ❺ set the goals, be ambitious ❻ find the way to reach the goals ❼ bridge the gaps ❽ change priorities gamification for business value requires methodology
  • 17. benchmark employee sentiment and engagement get suggestions on making work fun and engaging implement the platform and test few things
  • 18. 82% of employees are motivated by recognition (not money) 69% of employees would work harder if they were better recognized 49% of employees would leave their job for an offer with better recognition the most effective way to engage employees is to treat them like valuable people with skills not valuable skills
  • 19. listen (and act on their feedback) work is fun let them be who they want to be (incentivize it) provide the growth path and environment they need (managed) change the culture