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GC35: Enhancing Millennial Performance at Work | with Aaren Terrett

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We are in the early years of a fundamental demographic shift. The Millennial generation — which is even larger than the massive Baby Boom generation — now makes up a third of the workforce. As younger millennials continue to graduate from college, their powerful mix of values, communication style, and work perspective is driving a work-culture revolution.

As you lead a team that’s increasingly made up of millennials, understanding their motivators is essential to your success. This is a challenge that Aaren Terrett knows very well, since his organization is made up almost entirely of millennials.

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Game Changer™

GC34: 8 Gamification Resources for Talent Acquisition

Manager reviewing workers job performance

For several years, recruiting has been one of the business processes that has best leveraged the potential of gamification. According to a recent article in HR Magazine, gamification can be an effective strategy for talent acquisition because of the power to:

  • Trigger interest in job openings,
  • Enable (and reward) current employees to easily share job openings with their external network and get feedback on their contacts’ progress during the recruiting process,
  • Project an innovative image of the employer,
  • Give candidates a realistic preview of the job, and
  • Predict applicants’ future job performance.
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Game Changer™

GC33: Playing a Better Game of Business | with Simcha Gluck of FreshBiz

FreshBizz GameGamification concepts continue to be integrated as part of normal business practices; sometimes it’s as subtle as taking inspiration from certain game elements when tweaking a business process, and at the other end of the spectrum, sometimes it’s literally creating a game for people to play. For one growing company, they not only have created a game that tens of thousands of people have played, they are changing the overall “game” of business itself — to transform corporate culture, education, and entrepreneurship.

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GC32: Engaging Employees as Brand Ambassadors | with Ivan Tsarynny of PostBeyond

postbeyond-devicesSocial media has a powerful effect on company sales and recruiting efforts. But just having a corporate communications person post things on Facebook, LinkedIn, and Twitter doesn’t actually bring results. On social media, people pay attention to people, not to companies.

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Game Changer™

GC31: Gamified Goal Setting in the Enterprise: Helping People Win at Work | with Kris Duggan of BetterWorks

BetterWorksFocusing on goals establishes a business culture of innovation and collaboration because you are measuring ongoing operations, not a single point in time. For organizations to drive better performance, goal setting should be done frequently, and should focus on just a few high-quality, high-impact goals.

BetterWorks is an enterprise goals platform designed to enable all employees to visualize both the inputs and outputs influencing behaviors. This includes communicating the value and impact of more strategic goal setting, tracking, and management to everyone. When you operationalize goal setting, your organization can more efficiently manage business performance and achieve the following:

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Game Changer™

GC30: The Game of Benefits | with Dr. Ann Clark and Erin Krehbiel of ACI/MacroLife

M-Life 2Gamification and mobile technology can both make it easier for employees to use their benefits, and provide the motivation to make it what they want to do. In past episodes of Game Changer, we’ve looked at some gamified applications related to certain health benefits – such as episode 3 with UnitedHealth, episode 7 with Movable, and episode 11 with Mindbloom. Today, we’re looking at MacroLife and its creators say it integrates not just health care but a wide range of employee benefits.

MacroLife is a new gamified benefits solution from ACI Specialty Benefits, one of the 10 largest providers in the US of Employee Assistance Program (EAP) services, as well as wellness, work/life, concierge, and student assistance services.

Resources Mentioned in This Episode

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.

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If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at [email protected], subscribe to him on Facebook, or follow him on Twitter.

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GC29: GamifiKaizen: Using gamification for continuous improvement | with Gal Rimon of GamEffective

gameffective1Longtime listeners of Game Changer know that gamification isn’t about rewards and competition. The most effective gamification makes use of intrinsic drivers to engage employees. GamEffective strives to be the “Fitbit of work,” taking the place of traditional performance management, feedback, and even continuous improvement practices such as kaizens.

Gal Rimon is CEO of GamEffective, which he founded in 2012, with the vision of bringing next-generation gamification to enterprise applications. Previously, was CEO of Gilon-Synergy Business Insight, a national leader in Business Intelligence. In 2010, Gilon-Synergy was acquired for $20 million by Ness Technologies (NASDAQ:NSTC) and Gal went on to serve as Senior VP at Ness, and was member of its executive management.  Prior to that he was VP customer relations and operations at Deloitte Consulting.

Resources Mentioned in This Episode

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.

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If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at [email protected], subscribe to him on Facebook, or follow him on Twitter.

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GC28: Gamification in Human Resources | with Mario Herger

Gamification in Human ResourcesThe new book Gamification in Human Resources highlights several dozen examples of how organizations are using gamification throughout the employee life cycle to recruit, develop and evaluate talent – and it gives you the tools necessary to begin or expand your own gamification programs.

Mario Herger is the author of several books on gamification, including Gamif

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GC27: Gamify New Hire Onboarding | with Mohit Garg from MindTickle

MindTickle enables businesses, trainers and individuals to transform their existing online content (presentation slides, videos, and documents) into an interactive learning experience. MindTickle engages the learner and makes learning efficient, effective and delightful through a unique combination of gamification elements and social tools.

MindTickle

Mohit Garg is the Co-Founder of MindTickle. Prior to co-founding MindTickle in 2011, Mohit was a Director in the management consulting practice of PwC and was Principal at Diamond Management & Technology Consultants.

Examples mentioned:

  • Pre-join onboarding for graduating university students hired by HCL Technologies (see HCL’s overview and MindTickle’s press release)
  • Teacher engagement in Des Moines, Iowa

Resources Mentioned in This Episode

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.

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If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at [email protected], subscribe to him on Facebook, or follow him on Twitter.

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GC26: Online Leadership Training Game | with Kevin Allen from Planet Jockey

Planet JockeyThe Planet Jockey Game is based on actual situations and dilemmas drawn from the experience of real CEOs and other senior leaders of Fortune 500 companies.

Planet Jockey trains users to become emotionally intelligent leaders by adopting the concept of buoyancy, the phenomenon whereby, as a leader, you float because the people you have inspired believe that you should. They believe in you because you have understood, connected with and ignited the deep desire that lies in their hearts.

The Planet Jockey experience is designed specifically for the rising stars of tomorrow and is rooted in successful leadership principles. Jesse meets with Kevin Allen, the founder and chairman of Planet Jockey, to discuss key learning outcomes, including:

  • Team formation and briefing
  • Goal setting
  • Creating a following
  • Strategy & planning
  • Effective meetings
  • Rumor & gossip
  • Setting the tone
  • Team discipline
  • Managing up
  • Diversity
  • Managing conflict
  • Counseling
  • Making and taking opportunity
  • Winning commitment
  • Hiring & firing

Resources Mentioned in This Episode

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.

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Your Feedback

If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at [email protected], subscribe to him on Facebook, or follow him on Twitter.

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GC25: Four Game Drives – and One Drive to Rule Them All

Four Game Drives - and One Drive to Rule Them AllAssuming you have defined the right business objectives, the most important key for successful gamification is to target the right motivators: the drives that make people want to engage and that stimulate the right thoughts and actions to accomplish your objectives.

In this episode, Jesse discusses:

  • The Four “E.A.S.I.” Game Drives
  • Game Actions that appeal to each of the Four Game Drives
  • How to consider the player’s focus based on their dominant drive: are players more focused on people or things, and are they more focused on outcomes or process?
  • Games Drives in the Wild: LiveOps Case Study
  • One Drive to Rule Them All: of the four Game Drives, one is the most important when it comes to employee gamification

E.A.S.I. Game Drives Compared to Other Models

E.A.S.I. Game DrivesMcClelland’s Three NeedsPink’s DrivesBartle’s Player TypesKim’s Social Engagement VerbsChou’s Octalysis
ExploreAutonomyExplorerExploreOwnership
Unpredictability
AchieveAchievementMasteryAchieverCompeteAccomplishment
Empowerment
SocializeAffiliationRelatedness*SocializerCollaborateSocial influence
ImpactImpactPurposeKillerExpressMeaning
Avoidance scarcity

*Although excluded from Daniel Pink’s book Drive (probably for the sake of simplicity), Relatedness is one of the core components of Edward Deci and Richard Ryan’s Self-Determination Theory, on which Drive is based.

Resources Mentioned in This Episode

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.

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If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at [email protected], subscribe to him on Facebook, or follow him on Twitter.

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GC24: Killer Gamification: Engaging for Impact

Killer GamificationThe term “gamification” gained popularity in 2010; by the end of 2012, it had reached mega-trend status. For decades, video games had demonstrated phenomenal power in engaging the focus of people of all ages. Now, businesses were using gamification, which we define as game-inspired tactics to engage people, often with similarly powerful results.

However, the tech research firm Gartner made headlines in late 2012 when it predicted that 80% of current gamified applications would fail to meet business objectives — due to poor design, ineffective communication, or ill-defined business objectives. Even so, Gartner also predicted that by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.

If poor design is a primary culprit of failed gamification, how can you improve your chances of success?

Assuming you have defined the right business objectives, the most important key is to target the right motivators: the drives that make people want to engage and that stimulate the right thoughts and actions to accomplish your objectives.

In this episode, Jesse discusses:

  • Discovery of the 300+ human needs by Harvard psychologist Henry Murray
  • Organization and prioritization of the 300 needs by Murray’s student, Abraham Maslow (the famous Hierarchy of Needs pyramid)
  • Discovery of the huge importance of the Three Needs by Maslow’s student, David McClelland
  • The “Killer Confusion” and “Killer Contraints” of trying to apply Richard Bartle’s Player Types to gamification
  • Amy Jo Kim’s Social Engagement Verbs as one attempt to overcome the limitations of Bartle’s Player Types
  • Why the Three Needs is a more fundamental and helpful model than either Bartle’s Player Types or Kim’s Social Engagement Verbs

Resources Mentioned in This Episode

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.

Subscription Links

iTunesStitcherRSS

Your Feedback

If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at [email protected], subscribe to him on Facebook, or follow him on Twitter.