Using gamification, “high performance” can be translated from an
abstract concept, to a set of behaviors and activities which are the
attributes of high performance employees. Using analytics tools,
organizations are able to see what exactly makes high performers
better than others. They can derive the knowledge, motivation,
recognition and behavior that make up a high performer. After doing
that, it is possible to recreate the “high-performing behavior” in other
employees. Using narratives and games specifically designed for the
organization, employees are encouraged to partake in small activi-
ties and behaviors which become their work habits over time.
US DEPT OF EDUCATION
“The challenge for our education
system is to leverage technology
to create relevant learning expe-
riences that mirror students’ daily
lives and the reality of their fu-
tures.”
INTRINSIC DRIVERS
“The concept of gamification
works by addressing the many
intrinsic needs of the participants
including competition, achieve-
ment, status and rewards for
specific behaviors. People are
deeply attracted to these experi-
ences, and the positive impact of
gamifying business systems and
processes has been proven
many times over.”
MOVE THE MIDDLE
A recent study by the Sales
Executive Council (SEC) found
that the top 20% is, on average,
actually responsible for only
about one-third of revenue.Thus,
the middle tier or “B-Players”
represent huge, untapped poten-
tial for growth.
A five percent gain from the
middle 60% can yield over 70%
more revenue than a 5% shift in
the top 20%.
- Sales Executive Council, “Shifting the
Performance Curve”
Newsflash!
The average Gamification App costs between $15-30 per user, per month, and integrates seamlessly with your
Salesforce CRM. From there, managers can set up competitions and designate their participants. The App will pull
real-time Salesforce data from each user to keep track of overall numbers in each metric that’s part of the competi-
tion. As with only recognizing top performers, using gamification only to drive outbound phone calls or another indi-
vidual metric is the wrong approach.
Gamification
“The term gamification tends to trivialize, especially with older gen-
erations, what is actually just an application of behavioral science”
Employees know what’s really going on when you implement a software that tracks their productivity but offers them
no real value. Turning the office into a Chuck E. Cheese isn’t going to hide the fact that Big Brother is watching over
them every second of the workday, and they aren’t receiving a single tangible benefit from it.
Gamification companies need to be creating products that add actual value to their users, the employees. And the
most natural way for gamification softwares to add value is by providing employees and managers with advanced
data analytics about how they are performing.
Move the Middle

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Organization Evolution and path forward

  • 1. Using gamification, “high performance” can be translated from an abstract concept, to a set of behaviors and activities which are the attributes of high performance employees. Using analytics tools, organizations are able to see what exactly makes high performers better than others. They can derive the knowledge, motivation, recognition and behavior that make up a high performer. After doing that, it is possible to recreate the “high-performing behavior” in other employees. Using narratives and games specifically designed for the organization, employees are encouraged to partake in small activi- ties and behaviors which become their work habits over time. US DEPT OF EDUCATION “The challenge for our education system is to leverage technology to create relevant learning expe- riences that mirror students’ daily lives and the reality of their fu- tures.” INTRINSIC DRIVERS “The concept of gamification works by addressing the many intrinsic needs of the participants including competition, achieve- ment, status and rewards for specific behaviors. People are deeply attracted to these experi- ences, and the positive impact of gamifying business systems and processes has been proven many times over.” MOVE THE MIDDLE A recent study by the Sales Executive Council (SEC) found that the top 20% is, on average, actually responsible for only about one-third of revenue.Thus, the middle tier or “B-Players” represent huge, untapped poten- tial for growth. A five percent gain from the middle 60% can yield over 70% more revenue than a 5% shift in the top 20%. - Sales Executive Council, “Shifting the Performance Curve” Newsflash! The average Gamification App costs between $15-30 per user, per month, and integrates seamlessly with your Salesforce CRM. From there, managers can set up competitions and designate their participants. The App will pull real-time Salesforce data from each user to keep track of overall numbers in each metric that’s part of the competi- tion. As with only recognizing top performers, using gamification only to drive outbound phone calls or another indi- vidual metric is the wrong approach. Gamification “The term gamification tends to trivialize, especially with older gen- erations, what is actually just an application of behavioral science” Employees know what’s really going on when you implement a software that tracks their productivity but offers them no real value. Turning the office into a Chuck E. Cheese isn’t going to hide the fact that Big Brother is watching over them every second of the workday, and they aren’t receiving a single tangible benefit from it. Gamification companies need to be creating products that add actual value to their users, the employees. And the most natural way for gamification softwares to add value is by providing employees and managers with advanced data analytics about how they are performing. Move the Middle