gamification-bunchball.jpgWhat is Gamification and why should you care?  Gamification is not a new idea, it is a proven tool that has been in the workforce for quite some time. Ultimately gamification allows companies to encourage and engage their customers (internal – employees, or external – customers) in a desired behavior by creating opportunities of problem solving, learning, loyalty, and communication.  I don’t know about you, but that is a pretty lengthy purpose for a concept that is still misunderstood and the cause of great debate.

 

Questions many are asking:

  • How does it work?
  • How do we build it?
  • Who should build it?
  • Has anyone done this before and were they successful?
  • And how do we measure it?

 

Recently, this topic has increased in popularity and has been noted by some experts to be a game changer – one of the most important trends in technology.  The fact that gamification is not siloed to internal use by organizations toward their employees, but can be extended to external use by an organizations toward their customers - makes this a desirable tool and provides advantages to organizations who embrace this early on.


Early adopters and best-in-class organizations; do you know a few? These are the leaders of your industry – beacons of success; benchmark organizations that all other organizations watch to see what trails they are blazing. These companies are organizations that may have higher employee engagement numbers as recently shared in a Gallup Report that “…
only 30% of American workers were engaged, or involved in, enthusiastic about, and committed to their workplace.”


In a study by M2 Research, vendors claim that Gamification can lead to a 100% to 150% pickup in engagement metrics including unique views, page views, community activities, and time on site.  In addition, Gartner reported more than 70% of the world’s largest 2,000 companies are expected to have deployed at least one gamified application by year-end 2014. Organizations have already begun adopting gamification applications and it does not look like it will be slowing down any time soon.  The overall market for gamification tools, services, and applications is projected to be $5.5 billion by 2018 (M2 Research).


I have only scratched the surface on why gamification is on every organization's mind – but "what does it all mean to me?" is the question you may have on your mind.  I would like to invite you to check out a three-part webcast series focused on Gamification and why you should take notice.


The first webcast will take place on Wednesday, February 12 at 10:00 AM PST, featuring Rajat Paharia (Rajat Paharia), the father of Gamification & Founder of Bunchball along with Christopher Morace, Chief Strategy Officer at Jive Software.  Chris is a recognized leader in the Social Business Software space and author of a New York Times and USA Today bestselling book, “Transform: How Leading Companies are Winning with Disruptive Social Technology."

 

Subsequent webcasts will focus on customer examples and insight from a leading analyst from Forrester Research.  If you started reading this post thinking gamification was another word for game – hopefully you will have a clearer understanding– and that the relevance of this tool in your organization could have significant impact on your future.


Register today....we are saving a seat for you.


cc Internal Communities, External Communities, Gamification, Engagement, and Rewards, Jive Gamification User Group