Amplification of Organizational Performance & Individual Outcomes using Gamification - A Case Study
When do you give your best performance at the workplace?
Well, answers vary – some people need a deadline looming over them, others
drink lots of coffee and a few, incentivized by hefty bonuses. If you really
think about it, all of these cause stress. We have trained ourselves to perform
in a state of stress and it is popularly perceived as a positive trait among
many working professionals. Whilst it might be for some, it leaves a bulk of
the workforce at the performance level that is less than the best to put it
mildly.
Disengagement in the
new norm?
In the recent past, the work culture, designed and applied
in a rigid goal-oriented manner has struggled to keep pace with the speed of
change. Changing technology, rapidly evolving market ecosystem and most
importantly, the radically shifting thought process and behaviors of the
generation coming into the work force today, the GenZ.
This is resulting in a
lack of culture of engagement, leading to increasing attrition, falling
productivity and most importantly talent drain. Conventional top down
approaches of rewards and consequence management no longer has the impact it
delivered in the past; in fact, over time it has become counterproductive. The
current and possibly the new norm of limited social interaction will only
aggravate the issue. Going digital is not the only answer. Digital is, but a
medium, it is imperative to focus on the 'human' in the entire process, the
most important factor.
The need is to build engagement bottom up and that is where
gamification comes in. Gamification drives self-motivation, takes the
disengaged brain to the highest levels of engagement by taking it into the
state of play and thus brings about engagement at a belief level. Through the
following case study, I will endeavor to highlight how we successfully built
employee engagement and amplified organization performance in a complex,
remotely distributed conventional brick and mortar multinational organization.
The prelude
The organization, a 21 billion USD Engineering,
Manufacturing and Projects giant from India, started its ‘Digital’ journey in
2016. Whilst a slew of Digital solutions was being deployed every week and
month, it was becoming amply clear, that a different and innovative approach
was required to bring about the desired change which was not incremental but
transformational in nature, in an industry which hinges on ‘human capital’.
Then suddenly, all the pieces fit together in one moment of
inspiration when during a brainstorming session, in a cross-functional meeting,
the head of digital & the head of HR introduced the topic of Gamification!
They were optimistic that it might help but being aware of the Industry
background, advised the team to tread cautiously.
But would gamification work in conventional brick and mortar
business environments?
It was a well-known fact that the Projects business or brick
and mortar or steel and concrete industry had the least fun element. In the
backdrop of this whole confusion the leadership called us, THE GAMIFICATIONCOMPANY, (then operating under the umbrella of Paathshala Learning Solution),
to consult with them on how gamification could be effectively implemented. After few rounds of discussions, raising the
bar of awareness higher than what it was in the beginning, having understood
how the gamification principles could bring about transformation in human
behaviors, the team, which now included us, set the ball rolling.
It was also handy that apart from being gamification
evangelists, we were also had an innovative gamification platform, COROEBUS to
offer.
Step 1: Defining the
desired outcome – The Have
Using the ‘Ethos of Gamification’, practiced by us at TGC,
the first task of the initiative was to define the desired outcome form the
initiative, both tangible as well as intangible. It soon became evident that
multiple outcomes were visible, both tangible and intangible.
- Digital Adoption
- Reduction in working capital
- Improvement in Productivity
The leadership felt that the most important and sustainable
outcome should be a sense of discipline and efficiency in Billing and
Collections.
Step 2 - Identifying
the GAMIFICATION theme
Gamification initiative – based on Cricket as a sport,
almost a religion in the Indian Sub-Continent and using a popular cricket
tournament in the background, TIPL (Transportation Infrastructure
Premier
League) was conceptualized. With the cricket theme as one of the key themes
available on the Coroebus platform, designing the game play and execution
became easier. The choice of the theme was important as it was the first time
an initiative such as this was introduced in a very traditional organization.
It had to be a theme that appealed across levels, age groups and gender.
Step 3 – Defining the
engagement levers - The 'Do'
This is where the business KPI that would drive the desired
outcomes were aligned to the game elements. This was a critical exercise; a
continuously moving scoreboard keeps the engagement levels high.
Hence, the
alignment of the business KPIs to the game elements had to be designed basis
the frequency of availability of data. For example, the first thought that
comes to mind when one thinks about cricket is ‘Scoring Runs’. Hence, the
business KPI that was aligned to scoring runs was ‘Daily progress report’. The
inbuilt balance scorecard mechanism in the Coroebus platform was used to
ensured that all the KPIs were focused on at a subliminal level. ‘Digital
adoption’ was driven by making the organizational digital tools as the only
data source for the KPIs.
Step 4: Driving
Engagement : Using Neuroscience of Play & “Yu Kai Chou’ inspired Octalysis
Principles - The 'Be'
Octalysis principles were used at multiple levels and layers
in the entire gamification initiative. The overarching principle was driving a
sense of ‘Accomplishment’ and ‘Ownership’ at a project level by using Leader
boards that were distributed on desktop and mobile devices.
Because this was a project vs. project competition, the
sense of ‘Meaning’ was driven into the project team members. They were playing
for their teams. This also drove ‘Avoidance’ as no one wanted to see their
teams sitting in the bottom for a longer period of time. Despite the fact that
the project teams were located in remote corners of the country, the transition
from ‘Fence Sitters and Laggards’ to active participants was achieved within a
couple of weeks because of ‘Social Influence’, once gain with the widespread
visibility of dashboards and leader-boards. Every team wanted to put their best
foot forward hoping to get better of the others, driven by ‘Unpredictability’.
Step 5 : Driving
Engagement : Creation of teams – Design your own logo
24 project teams across the country participated in the
league. Project team members, right from the project leader to the support team
member participated in creating their own Team Logos and Slogans.
The Coroebus
platform enabled personalization through upload of team logo and the project
leaders’ pictures. All dashboards and leader-boards carried the team logos and
project leader pictures.
Step 6 : Points,
Badges, Leader-boards and Rewards
The point scoring system was made transparent through
dashboards and leader-boards. This ensured all teams were able to strategize
their score movement basis their business realities.
Leader-boards and dashboards were made easily accessible and
highly visible through desktop, mobile app and social media distribution.
Popular badges such as Master Blaster, Pinch Hitter, Master
Bowler and Flying Jonty were awarded based on the performances in selected
areas. These were the most talked about during the IPL season. The challenge
was how to draw a parallel between Cricket, IPL and the Construction
activities.
Other awards all in the IPL style like the orange, purple,
olive and magenta caps were introduced to recognize the top performers at
various milestones and ensure continuous motivation within the teams.
Step 7 : Driving
Engagement : The Game Launch & Social Media Engagement
The team did an electrifying launch using a state-of-the-art
Augmented Reality (3D holographic virtual projection mashed up with real
picture taken with camera) and kicked off the game in style. There was
tremendous enthusiasm among the teams and the employees in the office.
The
launch program was live-streamed through Facebook @ Workplace-Live to all the
project sites. Facebook was utilized to the maximum to create engagement. This
engagement, through comments, likes, replies, views and seen, went up several
folds. Management participated regularly to call out the teams, captains and
people who did excellent work during the TIPL.
What was achieved?
Transformation at the core belief level and a future promise…
The engineering and construction industry stereotype was
broken at every step by adopting fun in work, which was evident from the
behavior of the top to bottom of the organization, be it in the conception, the
run up, during the event and even during the closing event. For the first time,
gamification was executed in an Engineering and Construction and Manufacturing
industry major.
Gamification was experimented in the core business process
to boost the Business KPIs, to push Digital adoption and to increase the level
of employee engagement with fun, inquisitiveness in an industry which is not an
apparent believer of such in day to day business. The process injected
enthusiasm, competitive spirit and fun in the business esp. at the remote
project Sites. Over a 3-month run, the gamification initiative yielded
achieving business KPIs, employee bonding and engagement to a level hitherto
never experienced before across multiple remote projects.
Most of the Business performance metrics got solid boosts
which include Physical Progress, Financial metrics and employee engagement
metrics. Scoring runs and taking wickets had become the center stage of
conversations at the workplace and home alike. The employee’s day job,
otherwise delivered mostly through a fatigued, disengaged state of mind with
varied outcomes had suddenly transformed into a consistently high performing
outcome. The positive change in behaviors was observable and productivity
levels were up. Using the gamification principles, the fact that every
individual irrespective of level or role makes a difference was established and
embedded at a core belief level.
Some continued successes of this initiative.
TIPL is now in
its 3rd season and has been extended to teams operating overseas
A white paper on how gamification was used to drive employee
engagement and organization performance in the engineering and construction
industry has been submitted to Michigan State University as a case study.
Wonderful Blog! Digital employee engagement platform - SOS helped organizations to build a digital platform to help the corporate employees be more productive through positive engagement and brand connection.
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