Using Gamification Inside the Company: 7 success stories
To incorporate gamification inside the company, you have to have a strategy that fits the business and its employees. You can’t just give out meaningless rewards. The following companies have managed to do it successfully, achieving results that made a difference.
1 – Xerox
Xerox sells photocopy machines. They understand that teaching a new employee everything they need to know can be a tedious and boring process. To make it more entertaining, and to boost knowledge retention, they use an app, Qstream, which works like a trivia game. Every day the app lets the employees learn what they need to know.
And they have a classification system, which shows who has answered the most questions correctly.
2 – The U.S. Army
Gamification in a company can also be used to attract talent. This is what the U.S. Army did when they created their videogame “America’s Army”. This first-person strategic shooter game was designed to recruit and has also been used for training.
Three years after its launch, one out of every three soldiers who enlisted had played the video game.
3 – NextJump
NextJump is a workspace company that got its employees to start leading a healthier lifestyle. They installed gyms in their offices and created an app to reward their efforts. The result was 70% of their employees started to practice sports on a regular basis.
4 – L’Oreal
Do you get hundreds of CVs for each job opening? L’Oreal streamlined their recruiting process by creating virtual offices. The candidates explored these offices and solved puzzles, earning points according to how much time they took. Although there is no substitution for the personal interaction, this helps.
5 – Microsoft
Gamification is perfect for those tasks that employees find boring. At Microsoft, they devised an in-house tool to fine-tune every linguistic detail in Windows 7. With prizes in mind, the offices competed to find errors or recommend improvements.
6 – Spanish Society of Cardiology
Not everything has to be done by a private company. The Spanish Society of Cardiology also introduced gamification. Their goal was to enhance interaction and development among health professionals. They created a different kind of league, “The League of Clinical Cases”.
The doctors enrolled in teams of 3 to 5 participants and published clinical cases on cardiology and participated in questionnaires. Again, there were awards and recognitions along the way.
7 – SocialReacher
With our platform, companies can incorporate elements of gamification and motivate their employees to share the corporate message using their personal social media networks. In this way, the employees achieve levels of interaction and audience reach which are much greater than the company’s own channels.
By sharing company content, employees earn points. With the points, they can access incentives and compete in a ranking.