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Gamification for Employee Engagement

Book Description

Strategize, design, and implement gamification to successfully engage your employees

  • Learn how to successfully implement gamification for your employees

  • Discover the benefits of gamification within the workplace and how it can enhance working relationships

  • With lots of practical illustrations and creative ideas to show you how to incorporate gamification into the workplace

  • In Detail

    Akila Narayanan has over a decade of experience in the IT industry and is currently working as Project Manager with one of the global IT leaders. She is a social business enthusiast and evangelist with vast experience managing complex and strategic projects for insurance customers. She specializes in enabling social business and gamification for insurance customers, has published thought papers and created customer mindshare. She holds a bachelor’s degree in engineering from University of Madras and is PMP, AINS certified. She has completed the online gamification course offered by coursera.org.

    Over the years, business environments have changed considerably, and the needs of the employees have changed along with it. A big challenge amongst businesses to retain and nurture the best talent. With gamification you have the opportunity, when done correctly, to engage and establish mutual trust and better retention. This book will show you what, where, when and how gamification should be applied within a business context. With focus on practical illustrations and creative ideas for implementation, by the end of this book you will feel confident on how to successfully incorporate gamification into your business.

    Over the years, business environments have changed considerably, and the needs of the employees have changed along with it. A big challenge amongst businesses to retain and nurture the best talent. With gamification you have the opportunity to engage and establish mutual trust and better retention. This book will show you what, where, when and how gamification should be applied within for your business needs. With focus on practical illustrations and creative ideas for implementation, by the end of this book you will feel confident on how to successfully implement gamification to ensure a collaborative culture and sustaining engagement at your workplace.

    About the Author

    Akila Narayanan has over a decade of experience in the IT industry and is currently working as a project manager with one of the global IT leaders. She is a social business enthusiast and evangelist with vast experience managing complex and strategic projects for insurance customers. She specializes in enabling social business and gamification for insurance customers, has published thought papers and created customer mindshare. She is an avid blogger in her organizational community and her areas of interest include project management, people/human resource management, behavioral analysis, motivation, process and quality, knowledge management, social business, gamification, and innovation. She is also interested in convergence of social, mobile, cloud, and analytics technologies. She has a strong passion for enabling people, a keen observer and an empathic thinker. She holds a Bachelor's degree in engineering from University of Madras and is PMP, AINS certified.

    Table of Contents

    1. Gamification for Employee Engagement
      1. Gamification for Employee Engagement
      2. Credits
      3. About the Author
      4. Acknowledgments
      5. About the Reviewers
      6. Preface
          1. What this book covers
          2. Who this book is for
          3. Conventions
          4. Reader feedback
          5. Piracy
      7. 1. Employee Engagement and Gamification
        1. Understanding the employee needs
          1. Baby Boomers
          2. Gen X
          3. Gen Y/Millennials
        2. A classic case of employee engagement
          1. A story scenario
          2. Inference
        3. Employee engagement quotient and the 5 Whys
          1. Employee engagement survey
          2. Common causes of disengagement
            1. A story scenario
            2. The solution
        4. Driving engagement the SMART way
          1. Satisfaction
          2. Motivation
            1. Extrinsic motivation
            2. Intrinsic motivation
              1. A story scenario
              2. Inference
          3. Advancement
          4. Recognition
          5. Trust
            1. A story scenario
            2. Inference
        5. Defining enterprise gamification
          1. Process-centric gamification
            1. Case study – 1
            2. Case study – 2
          2. User-centric gamification
            1. Case study – 1
            2. Case study – 2
        6. Gamification catalyst for employee engagement
          1. Game mechanics at enterprises
          2. Gamification and Gen Y
          3. Accelerating engagement among employees
            1. Driving behavioral changes
              1. Case-study
              2. Takeaways for employers
            2. Inducing intrinsic motivation
              1. Case-study
              2. Takeaways for employers
            3. Seeding corporate social responsibility
              1. Case-study
              2. Takeaways for employers
            4. Better synergy and collaboration
              1. Case-study
                1. Takeaways for employers
        7. Summary
      8. 2. Gamification in Action
        1. Gamification and organizational management
        2. Gamification and enterprise business processes
          1. Business unit – Sales and Marketing
            1. Business process – Managing salesforce performance
              1. Context
              2. Gamification in action
                1. A story
                2. Inference
              3. Benefits
          2. Business unit – Human Resources
            1. Business process – Recruitment
              1. Context
              2. Gamification in action
              3. Benefits
          3. Business unit – Administration
            1. Business process – Supervising housekeeping services
              1. Context
              2. Gamification in action
              3. Benefits
          4. Business unit – Research and Development
            1. Business process – Managing product development
              1. Context
              2. Gamification in action
              3. Benefits
          5. Business unit – Training
            1. Business process – Imparting continuous learning
              1. Context
              2. Gamification in action
              3. Benefits
          6. Business unit – Contact Center
            1. Business process – Managing agent performance
              1. Context
              2. Gamification in action
              3. Benefits
        3. Other key areas of applicability
          1. Employee collaboration
          2. Process improvements
          3. Compliance adherence
          4. Project management
          5. Sustainability
        4. Summary
      9. 3. Enterprise Gamification – Strategize
        1. The need for an enterprise gamification strategy
        2. Defining the business objectives
          1. Defining the high level objectives
            1. How might we encourage reuse of assets within the enterprise?
          2. Framing the SMART goal
          3. Listing the pain points
          4. Grouping the action items
        3. Identifying the target audience
          1. Perceiving the player types
          2. Classifying employees as players
        4. Understanding the target audience behavior
          1. A story scenario
        5. Validating the business case for gamification
          1. Understanding the system of engagement
          2. How can gamification help?
          3. Formulating the hypothesis
            1. Gathering the data
            2. Analyzing data
            3. Force field analysis
          4. Making the go / no-go decision
        6. A quick recap
        7. The validation checklist
        8. Summary
      10. 4. Enterprise Gamification – Design
        1. Understanding design thinking
        2. Design thinking approach
        3. Characterizing a design think tank
        4. Why should we apply design thinking to gamification?
        5. The design thinking process
          1. The research phase
            1. Collecting data
            2. Analyzing the data
          2. The ideate phase
            1. Generating ideas
            2. Selecting ideas
            3. Refining ideas
          3. The prototyping phase
            1. Developing the prototype
          4. The testing process
            1. Gathering feedback
            2. Finishing or proceeding to iterations
        6. A quick recap
        7. Case study
            1. Collecting data
            2. Survey questionnaire sample
            3. Analyzing data
            4. Partial survey response
            5. The ideating phase
              1. Generating the ideas
              2. Selecting the ideas
              3. Refining the ideas
            6. The prototyping phase
              1. Developing the prototype
          1. The testing phase
            1. Gathering feedback
            2. Finishing or proceeding to further iterations
        8. Summary
      11. 5. Enterprise Gamification – Implementation
        1. Gearing up for implementation
          1. Selecting the right gamification platform
            1. Build versus buy
        2. Defining a roadmap for pilot implementation
        3. Building the system
          1. Case study
            1. Business context
            2. Pilot description and goals
            3. Feature set
            4. Technical considerations
            5. Target audience and behavior
            6. Devising feedback loops
            7. Gamification rules (game mechanics)
            8. Sample use cases
              1. Use case 1: Getting started
              2. Use case 2: View home page
              3. Use case 3: Publish assets
              4. Use case 4: Upgrading a consumed asset
              5. Use case 5: Analytics and reporting
        4. Measuring and monitoring outcomes
          1. Case study
            1. Defining Key Performance Indicators (KPIs) and metrics
            2. Measure KPIs and metrics
            3. Evaluating pilot success
        5. Scaling from pilot to full-blown launch
        6. Summary
      12. 6. Sustaining Outcomes and the Road Ahead
        1. Sustaining outcomes
        2. Developing adoption strategies
          1. Promoting awareness
          2. Helping with tips
          3. Starting with incentives
          4. Spotting owners and evangelists
          5. Publishing success stories
        3. Beyond Points, Badges, and Leaderboard
          1. Sense of surprise
            1. Creating unanticipated moments
            2. Adding the fun factor
          2. Sense of progression
            1. Reinforcing progressive feedback
            2. Enhancing skills
          3. Sense of recognition
            1. Visibility at workplace
            2. Appreciation from colleagues in social graphs
          4. Sense of value
            1. Empowerment to embark on certain activities
            2. Identifying substitutes
            3. Contributing to a larger purpose
        4. Rewards approach
          1. Reward structure
        5. Seeding the culture
        6. The road ahead
          1. Near-term possibilities
            1. Gamification aliases
            2. Gamifying core business processes
            3. More social, more collaborative
            4. Making it mobile
            5. Tapping Big Data
            6. More failures anticipated
          2. Long-term possibilities
            1. Goodbye to the term "gamification"
            2. Engaging with wearable gadgets
            3. Exploiting big data
            4. Learning from adjacent worlds
            5. Changing personas
            6. Relating to a purpose
              1. A story scenario
            7. Think and act human
        7. Summary