24 The Occupier Edge
WE’RE CONSTANTLY REMINDED
OF THE CHALLENGES
ORGANISATIONS FACE WITH
ENGAGING EMPLOYEES,
HARNESSING COLLABORATION,
AND INCREASING PRODUCTIVITY,
ALL WHILE PROMOTING
WELLBEING. WITH THAT BEING
SAID, IT’S FAR FROM GAME-OVER
FOR GAMIFICATION.
Gamification
also increases
an organisation’s
key performance
metrics. T-Mobile
leveraged
Bunchball, a cloud-based software
and gamification company to
develop “T-Community,” a game
that encourages employees to
collaborate on new products and
services. Employees gamed their
way by sharing knowledge and
increased T-Mobile’s customer
satisfaction scores by 31%.
Microsoft uses
gamification
to improve the
testing phase of
their products. Through this,
they developed a game which
harnessed collective intelligence
to identify faults and therefore,
feedback. Users received
badges for finding bugs and
the more badges employees
received, the more Microsoft
donated to charity. The inherent
competitive nature to win
resulted in increased awareness
of employees with those who
participated identifying 16x
the amount of bugs then non-
gamers.
What is an engaged employee?
An engaged employee, is one that typically
goes the extra mile for their organisation. As
Forbes notes, “When employees care – when
they are engaged – they use discretionary
effort.” Walmart uses gamification to engage employees
through their training process creating competition among
employees while in turn increasing engagement and as well
as an emotional aspect to training. Engaged employees are
seen as aspirational and “in the know.”
EMPLOYEE ENGAGEMENT
PRODUCTIVITY
COLLABORATION
The WELL building certification has cemented
the fact that wellbeing is neither a fad nor a trend.
Pfizer partnered with Keas, a wellness gamification
company, which tracks participants’ wellness tasks and
ranks them publicly on a leader board. It groups
employees into teams to drive competition and
motivation and the results are fascinating
- 82% of participants said it improved
wellness with 77% of participants
saying it increased collaboration.
WELLBEING
THE MILLENNIAL
PERENNIAL GAMER
WILL MAKE UP 75%
OF THE WORKFORCE
BY 2025, YET THEY
ARE THE MOST
DISENGAGED GROUP
AT WORK.
GAMIFICATION
PROVIDES A
KEY SOURCE OF
MOTIVATION WHERE
FINANCIAL REWARD
CANNOT REACH.