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Gamification and Employee Engagement

Cognizant GAMIFICATION AND EMPLOYEE ENGAGEMENT U.S. workforce engaged in their work 18% Employees who feel they know what their company stands for and what makes it different from competitors' brands? Actively disengaged' DISENGAGED EMPLOYEES ARE A DRAIN They cost the U.S. economy $450-$550 billion ANNUALLY3 . Companies with more highly engaged than actively disengaged employees (9.3:1) recorded 147% higher earnings per share (EPS) than competitors; those with a ratio of 2.6:1 experienced 2% lower EPS during that same periodª - Companies with highly engaged workers grew revenues two-and-a-half-times as much as those with low engagement levels - Companies with an engaged workforce can reduce staff turnover by up to 87%6 • Companies that have a recognition program experience a 44% boost in employee performance' Employee Engagement Positively Impacts Key Performance Indicators® Median differences between engaged and actively disengaged work teams 21% 10% 22% Productivity Customer Profitability High -48% -41% -25% Low -65% Safety Incidents Patient Turnover Safety Incidents Organizations -41% -37% -28% Quality (Defects) Absenteeism Shrinkage 50% of companies that fail to invoke needed change are stymied by poor employee communication A CONFLUENCE OF TECHNOLOGIES IS ENABLING EMPLOYEE ENGAGEMENT THROUGH GAMIFICATION Social and mobile have created a platform for a collaborative workplace 15 Millennials and Baby Boomers are familiar with gaming from their smartphone apps Advancements in data storage and analytics enable behavioral measurement on a real-time basis GAMIFICATION - A SILVER BULLET Similarities between games and real-life work scenarios: Games have levels, scores and points; a typical job has targets, incentives and promotions The principles of "stimulus-action-reward" can make mobile and social initiatives truly collaborative, and turbocharge change management Gamification can: Make repetitive tasks interesting Generate continuous feedback on employees' performance Improve the outcomes of training initiativeso Game-based training can pave the path to mastery Better outcomes of training initiatives" 14% Higher skill-based knowledge level 11% Higher factual knowledge level 9% Higher retention rate APPLICATIONS Point of sale: Regulatory compliance: Banks can make Budgeting: By using game techniques as an incentive, companies Retail stores can deploy a simple compliance training can improve the quality of data used for feedback mechanism more entertaining, and also track compliance for employees combined with thresholds and forecasting performance comparison IMPACT OF GAMIFICATION The gamification market Approximately 40% of the Global 1000 will grow from $421 Million today to $5.5 Billion will use gamification by 2015 as the primary 40% by 201812 mechanism to achieve employee engagement13 GETTING GAMIFICATION RIGHT Take a long-term view; success will depend on organization-specific variables such as culture, employee demographics and level of technology integration Identify goals and metrics for the desired business outcome; focus on areas where key performance metrics need significant improvement Gamification is not about making games; it is about integrating game elements into existing processes Use behavioral analytics to detect employees' intrinsic motivations, which will determine the game elements that need to be introduced Gamification does not work in silos; it should be integrated with enterprise architecture Questions to ask when "Gamifying" a Process Are there specific measurable metrics or actions that need to be changed or improved? METRICS Is there a way to provide immediate feedback to the players? FEEDBACK GAME MECHANICS Is there a way to integrate game mechanics into the business process that the user is already engaged in? MASTERY Is there a path to mastery? SOCIAL Will the process improve by adding social elements? ENGAGEMENT Will increased user involvement improve the metrics? THE GAMIFICATION MANDATE Organization's core values should be embedded into the gamification effort Keep refreshing the gamified processes and elements with fresh challenges and rewards Create effective feedback loops: Motivation: What incentive is required to influence a person to take the intended action? motivation Action: What is the intended behavior? feedback Feedback: What is the mechanism to provide feedback once the action has been performed? Will this feedback act as a motivator? For more information, read our white paper "Gamifying Business to Drive Employee Engagement and Performance" http://cogniz.at/GamifyBusiness Footnotes: 1 2013 State of the American Workplace: Employee Engagement Insights for U.S. Business Leaders, Gallup, http://www.gallup.com/strategicconsulting/163007/state-american-workplace.aspx 2 IBID 3 IBID 4 IBID 5 The Chemistry Of Enthusiasm: How Engaged Employees Create Loyal Customers, http://www.forbes.com/ sites/baininsights/2012/08/07/the-chemistry-of-enthusiasm-how-engaged-employees-create-loyal-customers/ 6 Gamification the new game changer?, http://www.cio.com.au/article/539654/gamification_new_game_changer_/ 7 IBID 8 2013 State of the American Workplace: Employee Engagement Insights for U.S. Business Leaders, Gallup, http://www.gallup.com/strategicconsulting/163007/state-american-workplace.aspx 9 The 8-Step Process for Leading Change, http://www.kotterinternational.com/our-principles/changesteps/step-1 10 A Meta-Analytic Examination Of The Instructional Effectiveness Of Computer-Based Simulation Games, http://onlinelibrary.wiley.com/doi/10.1111/j.1744-6570.2011.01190.x/abstract 11 A Meta-Analytic Examination Of The Instructional Effectiveness Of Computer-Based Simulation Games, http://onlinelibrary.wiley.com/doi/10.1111/j.1744-6570.2011.01190.x/abstract 12 Gamification Market to Be Worth $5.5 Billion by 2018, http://technorati.com/social-media/article/ gamification-market-to-be-worth-55/ 13 Gartner Reveals Top Predictions for IT Organizations and Users for 2013 and Beyond, http://www.gartner.com/newsroom/id/2211115. © Copyright 2015, Cognizant. All rights reserved. No part of this document may be reproduced, stored in a retrieval system, transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, withoutthe express written permission from Cognizant. The information contained herein is subject to change without notice. All other trademarks mentioned herein are the property of their respective owners. KEEP CHALLENGING™ 41% 30%

Gamification and Employee Engagement

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By adding game mechanics holistically to training and other business critical processes, organizations can improve employee engagement, boost productivity and lift operational performance.

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