By Mike Faden
It can be challenging to get employees to change the way they work, even when the changes offer clear benefits to the organization. One approach gaining traction is the use of game concepts to drive behavioral changes, often through employee recognition games. Known as gamification, this approach is built on the idea that people naturally like to play games—and that games are extremely good at keeping people engaged.1
Gamification uses game features such as points and other rewards, rules, and challenges to encourage employee behaviors that support specific business goals.2 Organizations have used these employee recognition games to engage employees in learning activities, reward team players, and drive other activities that contribute to business performance but might otherwise go unrecognized and unrewarded.3
Gamification’s “game mechanics” include points, challenges, leaderboards, rules, and incentives—the things that make games fun. “Humans are hard-wired to enjoy games and have a natural tendency to interact more deeply in activities that are framed in a game construct,” according to research and consultant firm Gartner.4 Experts say the key is to focus employee recognition games on behaviors that address key corporate objectives or ROI.5
Gamification differs from conventional incentive methods, such as sales team competitions and rewards, in that it uses additional game mechanics and rewards a broader range of corporate goals and behaviors.6 Some examples:
Companies can also use employee recognition games for other purposes, such as encouraging procedural compliance and promoting workplace safety.
When designing employee recognition games, it’s important to focus on key principles and avoid common pitfalls, according to the Incentive Research Foundation.10 These include:
Employee recognition games use game-like features such as points, rules, and challenges to drive employee behaviors that support specific business objectives. Some companies say their gamification programs have helped them achieve corporate goals, such as increased productivity, knowledge-sharing, and customer satisfaction.
Mike Faden has covered business and technology issues for more than 30 years as a writer, consultant and analyst for media brands, market-research firms, startups and established corporations. Mike also is a principal at Content Marketing Partners.
Sources
1. “Gamification Done Right—The Do's and Don'ts,” Incentive Research Foundation; http://theirf.org/research/gamification-done-right---the-dos-and-donts/132/#Good1
2. IT Glossary, Gartner Inc.; https://www.gartner.com/it-glossary/gamification-2
3. “Game Mechanics, Incentives & Recognition,” Incentive Research Foundation; http://theirf.org/research/game-mechanics-incentives-recognition/130/
4. IT Glossary, Gartner Inc.; https://www.gartner.com/it-glossary/gamification-2
5. “Game Mechanics, Incentives & Recognition,” Incentive Research Foundation; http://theirf.org/research/game-mechanics-incentives-recognition/130/
6. “Out of the Box Gamification Ideas for the Workplace,” Bunchball; https://www.bunchball.com/blog/post/1930/out-box-gamification-ideas-workplace
7. “How LiveOps reduced onboarding time for call center agents from weeks to hours,” Bunchball; https://www.bunchball.com/customers/liveops
8. “How to motivate knowledge sharing using gamification, goals, recognition, and rewards,” Medium; https://medium.com/@stangarfield/how-to-motivate-knowledge-sharing-using-gamification-goals-recognition-and-rewards-6611457be603
9. “Bluewolf Empowers Thought Leadership and Drives Revenue Growth,” Bunchball; https://www.bunchball.com/customers/bluewolf-success-story
10. “Gamification Done Right—The Do's and Don'ts,” Incentive Research Foundation; http://theirf.org/research/gamification-done-right---the-dos-and-donts/132/#Good1
11. Ibid.
12. Ibid.
13. “How to motivate knowledge sharing using gamification, goals, recognition, and rewards,” Medium; https://medium.com/@stangarfield/how-to-motivate-knowledge-sharing-using-gamification-goals-recognition-and-rewards-6611457be603
14. Ibid.
15. “Gamification Done Right—The Do's and Don'ts,” Incentive Research Foundation; http://theirf.org/research/gamification-done-right---the-dos-and-donts/132/#Good1
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