As company leaders, managers, and supervisors we all spend significant time on game plans to increase employee production; this includes research and development, creating employee buy in, new equipment, implementation, and monitoring. From personal experience, I can say that the excitement we have as leaders rarely filters down to the employees. Aside from just asking employees to “work harder” and “get smarter”, how can we encourage employees to go the extra mile? Can we introduce FUN into the work place and create a positive ROI through increased production and employee motivation/retention? I believe we can! There has been a developing concept in business of applying computer gaming theory in the workplace to enhance the employee engagement. With the beginning of Atari and through the intense graphic and realistic experiences we get through computer games today, a large part of society is hooked on games. The corporate world is now applying game theory in the workplace; it is coined “Gamification”, and is focused on increasing employee motivation, production, and positivity. Let’s see the fun in FUNction and recognize that happy employees are energized employees, and energized employees increase cash flow.
I run a call center and this strategy is all the buzz at the many industry conventions and owner round tables. I have done a serious amount of reading and demos on the subject and can see the potential in it; especially in companies that have significant redundant tasks or that have difficulty in maintaining a positive corporate culture (both of which are concerns in my industry). Mollick and Rothbard recognized that with employee consent, gamification can increase employee motivation (2014). The term “consent” means just that; employees must buy in to the idea, the process, and the intrinsic rewards. This is not a “plug and play” strategy. In his book, Brian Burke discusses the ins and outs of the theory and what it takes to create a successful gamification platform (2014). There is significant research and development to start the process, but I believe the return will be exponential.
Regarding leadership development, I see this as a potential way to develop leaders within your company. We have all learned through studying leadership theories that good leaders can be recognized through innate characteristics and through learned behaviors. What potential leaders are sitting at their desks now with great potential, but for whatever reason are not standing out from the crowd? I see another benefit of gamification as giving management a method to see leadership potential in employees and then establish a strategy to develop that potential. A gamification platform can monitor assignments or aspects of their job employees excel at or strive to be the best of their team. Some of the challenges within the game can be set up specifically to develop leadership skills. Jeanne Meister of Forbes.com wrote an article about gamification that shares some of the theory as well as offering a few examples of companies that have implemented the strategy; this story is a great introduction to gamification and some of the critical concerns of the platform (2013).
A well thought out plan a gamification strategy can be beneficial across many types of companies. I would love to hear opinions (good or bad) from anyone who has implemented or is using this strategy in their business or as an employee in a company using a gamification platform. I have more research to do on the subject and plan on doing a few employee surveys to take the temperature of this management tool; but early indication are in favor of us saying…”Let’s Play!”
References
Burke, B. (2014). Gamify: How gamification motivates people to do extraordinary things. (2nd ed.). Brookline, MA. Gartner, Inc.
Meister, J. (2013, September 30). Gamification In Leadership Development: How Companies Use Gaming To Build Their Leader Pipeline. Retrieved February 18, 2015, from http://www.forbes.com/sites/jeannemeister/2013/09/30/gamification-in-leadership-development-how-companies-use-gaming-to-build-their-leader-pipeline/
Mollick, Ethan R. and Rothbard, Nancy, Mandatory Fun: Consent, Gamification and the Impact of Games at Work (September 30, 2014). The Wharton School Research Paper Series. Retrieved on 17, February, 2015 from: http://ssrn.com/abstract=2277103 or http://dx.doi.org/10.2139/ssrn.2277103