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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.