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Transforming the Call Center Workplace with Pascal Leclerc

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Revolutionizing the Call Center Workplace One Agent at A Time

Last week, we featured nGUVU’s VP of product strategy, Pascal Leclerc to talk about how nGUVU’s platform help to create a better workplace environment for contact center agents. Using a combination of game mechanics, social interaction features and behavioral analytics, nGUVU helps motivate agents to achieve their goals in a fun,game-like environment.

Watch the full interview below to learn about:

  • What was the central problem nGUVU aimed to resolve in the contact center working environment?
  • How did nGUVU present KPIs to contact center agents in contrast to traditional layouts that centers solely around competition?
  • How did call center companies reacted about having a layer of social mechanics for the agents on the nGUVU’s platform?
  • what were nGUVU’s key lessons in finding the balance between game-like elements and gamified, progress-orientated mechanics?
  • What were some of the behavioral changes that occurred among contact center agents as a result of gamifying their workplace?
  • Have nGUVU used rewards for knowledge sharing or knowledge base contribution among contact center agents?

Watch the video, listen on the audio podcast or subscribe to our iTunes channel below. Be sure to catch our next episode of the Gamification Revolution.



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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

Five Impactful Experiences From Games For Change 2016

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Highlights From This Year’s Games For Change

Last week, Games For Change had their 13th annual festival at the New School’s Parsons School of Design. New to the festival this year were three featured tracks participants could focus on: the Games for Learning Summit; health and neuroscience; and civics and social change.

Gamification.Co was lucky enough to attend, and from what we saw, some exciting new products and services are on their way to consumers’ hands.

Civilization for the Classroom

CivEDU
Image Credit: Twitter

Perhaps the most exciting announcement out of Games for Change, Sid Meyer announced a partnership with Take-Two Interactive Software and Glasslab Games to release CivilizationEDU in the Fall of 2017. The first Civilization designed to integrate into classrooms, CivilizationEDU will include tools for teachers and students that help evaluate critical thinking.

Virtual Reality Workouts

Goji
Image Credit: Blue Goji

Blue Goji has been gamifying cardio for several years through its exercise peripherals and games. Now, they’re entering the VR space with games designed to work in tandem with your workout. We got to try one at Games for Change, and the feeling of flight while on an elliptical is a hard one to describe (but definitely positive).

Mixed Reality Gaming

Happy Atoms
Image Credit: Indiegogo

Jesse Schell delivered an excellent keynote regarding Virtual Reality / Augmented Reality experiences during the second day of Games for Change. His studio’s newest project, Happy Atoms, is a mix between digital learning and physical presence. Happy Atoms is a teaching tool centered around assembling atoms from models in real life and exploring those models in a digital companion app. Schell Games just launched their crowdfunding campaign this week.

Learn Business Analytics Through Play

Magitech
Image Credit: Wrainbo

Ever wanted to learn economics while playing an RPG? Then Wrainbo’s Magitech is just for you! Featured in the Games for Change Marketplace and mentored by a Duke University professor, Magitech’s gameplay is centered around analysis, production and trade in a fantasy setting.

Life is Strange Wins Big

Lis
Image Credit: Wikia

Dontnod Entertainment’s Life is Strange was the big winner of Games for Change, earning the “Game of the Year” award and the “Most Significant Impact” award. Life is Strange is an episodic game about Max Caulfield, a senior that tries to use newly discovered time travel powers to rewind time and save her best friend Chloe. Life is Strange has a unique gameplay element for its genre, allowing players a great degree of control through its time manipulation mechanics.

Title Image Credit: Games for Change

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Growing Conservation Awareness with Save the Park

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Save the Park Gamifies Education on National Park Conservation Efforts

Yellowstone National Park is one of the most popular of the nation’s 409 national parks, drawing visitors from across the country and around the world. But not everyone who visits Yellowstone understands the wildlife that make these parks home. Recently, two well-meaning tourists driving through Yellowstone came upon a baby bison standing in the middle of the road. Fearing that the calf was cold and at risk of dying from exposure, they packed the bison into their SUV and drove it to a ranger station seeking help, according to Time. That was a mistake.

Park rangers tried to reunite the calf with its herd, but the herd rejected it due to its contact with humans. Unable to rejoin the herd, the calf instead sought out more human contact by positioning itself in the middle of the road. Rangers had no choice but to euthanize the calf due to the danger it posed, Time explained. While the calf’s death is tragic, the circumstances leading to this outcome expose the lack of understanding that many people have about park wildlife. A new conservation endeavor is using games to fill the gaps in conservation education.

Games for Change has developed a game that aims to engage people with the workings of national parks. In the game, “Save the Park,” players must complete activities that help support a national park. Players control two characters, a park volunteer and a Junior Ranger. The two characters must work together accomplish tasks that conserve the park. As players progress through the game, they can reveal Easter Eggs that unlock shareable digital postcards of National Parks. Players are also presented real-life opportunities to volunteer.

Multiple parties came together to develop Save the Park. American Express asked Games for Change to create a game recognizing park volunteers, Save the Park President Susanna Pollack told Forbes. Games for Change brought in Schell Games to develop it. American Express funded the endeavor with a $250,000 grant, part of a multi-year, $5 million commitment with the Department of Interior to increase volunteer efforts at national parks.

Save the Park comes too late to avert the circumstances leading to the baby bison’s death. But as awareness of the game grows, more people will learn what is appropriate conduct in our national parks. The developers of the game aim to recruit one million volunteers each year by 2017. Save the Park is doing its part to reach that recruitment target with each game played.

Image credit: Wikipedia

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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

McDonald’s Eats Up Game-Based Training for New Meal Prep System

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McDonald’s will use a new meal prep training system for its staff this fall

McDonald’s customers in the United Kingdom will soon notice subtle changes in how their meals are prepared. To carry out these seemingly small changes, corporate leaders are making some big changes in how they train their managers. In order to bring all restaurant managers up to speed in a quick and uniform manner, McDonald’s is turning to games-based training.

McDonald’s needs the new training system because the company will soon be launching a new approach to food preparation at many of its UK restaurants. Instead of stacking burgers and fries ready to go, food will be prepared as it is ordered. For customers, this preparation should result in burgers that are hotter and fresher, and fries that are crisper. But this “just in time” process will be more complex and will call on store managers to manage their staff differently, Diginomica explains. Traditional McDonald’s restaurants that keep food stacked up and ready to go operate with more staff at the counters to take orders. But in the new model of McDonald’s restaurants, staff need to be more flexible to adjust to the changing demands.

In order to train managers on this new food preparation system, McDonald’s will use a 3D virtual reality game that simulates the new approach. The 3D environment allows a player to virtually walk through a McDonald’s restaurant and react to changing scenarios. Mark Reilly, UK head of corporate training at McDonald’s, told Diginomica that the game allows managers to make decisions just as they would do doing an ordinary work shift. As they make these decisions, they will see the consequences of their choices play out in the store – even the mistakes. The hope is that managers work out any trouble spots in the game before they try the new process live and in person. “The most powerful way to learn is by doing and by making mistakes,” Reilly said.

This 3D game is new to McDonald’s but the restaurant chain is actually well acquainted with gamified training. The company started using gamification several years ago when it developed a game to train staffers how to use new cash registers, according to Diginomica. The game simulated processing orders and serving customers, becoming more challenging as players progressed. Diginomica reported that McDonald’s saved approximately 500,000 British pounds in training costs. Depending on how the 3D training progresses in England, McDonald’s could roll out the training system to its managers worldwide.

Image Credit: Flickr

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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

A Systematic Review of Virtual Reality Stroke Therapy

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In the past couple of years, there has been an increase of game device use for areas other than actual gaming. The newest area of use is for physical health. Medical researchers and physical therapists are finding that using virtual reality games are very helpful in terms of treatment and rehabilitation for stroke patients. The interest for this type of treatment has been gaining popularity, and researchers are starting to realize and prove that using games provides better results than conventional methods.

Keith R. Lohse et al published a study in 2014 that compiled other research studies that used various gaming equipment to help post-stroke adult patients with their rehabilitation. Their article, “Virtual Reality Therapy for Adults Post-Stroke: A Systematic Review and Meta-Analysis Exploring Virtual Environments and Commercial Games in Therapy”, takes a look at how well custom-made virtual environments and commercially available gaming systems, such as Nintendo Wii and PlayStation EyeToy, worked for patients in comparison to traditional therapy.

Below is a link to the table of the characteristics of each trial compared in the research paper study:

Table showing characteristics of trials comparing virtual reality therapy to conventional therapy in adults post-stroke

The table shows: the researchers of each study, which therapies they compared against each other, and the expected outcome versus the actual outcome.

Overall the study shows that Virtual reality therapy, when delivered as virtual environments or commercially available games, was more effective in comparison to traditional therapy. However, there was not enough evidence to clearly see the benefit of commercially available gaming systems with post-stroke patients’ rehabilitation. Nonetheless Lohse et al stated that future research in that area, specifically, could help with the lack of evidence. If funded properly, this research could even help expand the use of gaming to different areas of health, and eventually every area of life; making the world a more interesting place to live in.

Image credit: flickr

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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

Gamifying Home Energy Management with Homebeat

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Gamified Energy Management App HomeBeat Uses Analytics and Engagement to Save Energy

When summer temperatures spike and air conditioners run full throttle, the demand for electricity strains the power grid. Utilities try to manage these peak times of power demand with an approach called demand response: industrial users and residential customers are encouraged to cut back on their power use to ease the load on the grid. But it’s not enough to ask people to curtail their electricity use. Customers need incentives. That’s where energy analytics company Bidgely enters the picture.

Bidgely has developed an app that turns demand response into a game that people can play on their smartphones. The California company’s app, HomeBeat, shows homeowner their baseline energy usage, and also shows a target they should strive to reach, according to Utility Dive. When a peak power event occurs, the app encourages consumer engagement in power-saving activity through a combination of psychological cues, financial incentives, and an innate sense of competition that can be a motivator for many people. Beyond offering cash rewards for saving energy, the app shows progress toward reaching goals, and encourages some friendly competition by comparing a user’s energy savings against those of neighbors.

Bidgely piloted its app in partnership with United Energy, the electric utility serving Melbourne, Australia. It’s the third year that United Energy has used HomeBeat and the utility’s experiences with the app show both benefits and shortcomings that are instructive to others considering a gamified approach to demand response. Last summer, HomeBeat helped the utility reduce the electricity load by 30 percent last summer. That’s good. But United Energy initially had a hard time recruiting customers to the program. If too few customers sign up, participation won’t be meaningful enough to make a dent in power demand.

Also, United Energy told Utility Dive that some customers who were initially enthusiastic about saving power at the start of a peak event did not sustain those efforts throughout, leading to appliances and other energy-sucking devices drawing power while the grid was still strained. The utility solved that problem by offering an additional reward to incentivize continued energy-saving behavior.

HomeBeat is apparently catching on with United Energy customers. In the three years that the utility has offered the program, customer participation in HomeBeat has grown from just 30 to more than 1,000. As other utilities look for ways that they can manage demand response, United Energy’s use of HomeBeat stands as an example of the role gamification play in saving energy.

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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

Morf Media’s Playbook Offers Gamified Compliance Training

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Gamifying Compliance Training for Corporate Employees with Morf Media

The subject of compliance with government regulations and ethics is a serious one for businesses. The consequences of being caught violating the law, even inadvertently, are more severe than ever. The Food and Drug Administration, the Federal Trade Commission, the Securities and Exchange Commission and other federal agencies are waiting to catch rule-breakers. Thanks to the Internet and social media, the news of violations spreads around the world immediately. One misstep wipes out years of patiently building a great reputation with consumers.

However, the law, applicable federal regulations and how the history of how courts have ruled are dry subjects and often little-understood by most employees. In general, they hate compliance training even though they recognize its necessity. That makes compliance training a great example for applying gamification.

In May 2016, Morf Media USA announced it had formed partnerships with leading compliance training providers to use Morf’s Playbook smart phone platform to provide corporate training on compliance. Partners include:

  • ComplianceOnline
  • World Compliance Seminars
  • The Growth Company
  • Strategic Compliance Partners
  • America’s Mortgage Institute

Morf is now offering smart phone enabled, gamified courses on HIPAA, Workplace Harassment, Food, the Mortgage Industry, Data Protection, FDA Inspections, Medical Services and Bio/Pharma.

In an article for eLearning Industry, Asha Pandey describes the time she created a course for a business to training employees in risk management compliance using gamification.

She describes the content as “dry,” and though the enterprise sanctioned the gamification approach, they didn’t want it to become frivolous. She and her team worked hard to come up with an approach that would be challenging and yet reward learning the material. The structure and the underlying story had to remain true to the actual content. It also had to relate to the real-life work experiences of the employees so they could relate to the material and actually apply it on the job. The learning had to proceed in increments.

They completed a full game environment with quality graphics and a console to guide the students and give them realistic yet fun situations to evaluate.

In another article for eLearning Industry, Melissa Dougherty describes how she made compliance training fun and effective. In the first instance, she had employees complete an investigation into a security breach. They had to figure out how the act occurred and how to prevent such future security problems. In the second, she designed a board game.

Employees do not want to watch dull and boring talking heads. To gamify employee training can make even compliance training fun and interesting.

Image credit: flickr

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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

Improving Fleet Management Efficiency with Telogis Coach

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Fleet Management Software Telogis Coach Curbs Engine Idling Through Gamification

In the transportation business, you’re only making money when you’re moving something, either products or people. But transportation companies know all too well that for much of the time, engines are running when vehicles aren’t moving, either because the vehicle is stuck in traffic or it’s left on while parked. Traffic congestion is inevitable. But idling during delivery stops should not be. Telogis Coach turns engine idling management into a game.

Idling here and there may seem inconsequential, but it adds up. Running the engine when a vehicle isn’t moving wastes fuel and adds to engine wear and tear. Companies can employ policies and training employees on ways to reduce idling. But Telogis Coach saves on fuel and engine wear by gamifying these employee training efforts. The software encourages drivers to switch engines off when appropriate by scoring them based on how much idling they do, according to Fleet Equipment magazine. The game can also be configured to evaluate drivers on other metrics, such as overall miles-per-gallon driving, or on-time starts. Drivers can view their scores, as well as well as their position relative to other drivers, which encourages drivers to improve their position on the leader board.

The rankings aren’t about shaming. In some cases, a small number of drivers might be the source of the problem. But gamification works by motivating all workers to improve, and it shows them where and how to improve, Fleet Equipment magazine explains. These kinds of programs produce real results. Atkinson Construction, for example, tells the magazine that its use of the Telogis software cut idling of its fleet by 50 percent.

Telogis has since caught the eye of much larger companies. Apple reached a deal with Telogis that will allow fleets to use the Telogis software on Apple’s iPads, iPhones, and Apple Watches. The deal could be a winner for fleet companies because it means that fleets will no longer have to rely on expensive, dedicated hardware that is associated with older fleet management systems, Computerworld explains. That means that more fleets will be able to bring these idling reduction strategies to their drives, saving on fuel and maintenance costs in the process.

Image Credit: Wikimedia

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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

Gamifying Asthma Inhalers For Kids with Gecko Health

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Gecko Health Delivers Asthma Medication for Kids with Double Dose of Smart and Fun

As the delivery of health care becomes more digitized, it’s no surprise that medical devices that historically had no electronic components are now available with digital capabilities. An attachment to an inhaler, for example, brings the ability to track doses. But the challenge for any medication continues to be getting patients, particularly children, to use these products when they’re supposed to and just as they’re prescribed. One medical device developer is overcoming that problem by bringing games into the delivery of health care.

Health IT startup Gecko Health got into gamified smart inhalers at the Massachusetts Institute of Technology. The company’s first product, aimed at kids, was a souped-up device that made taking asthma medication fun. Affixed to a conventional inhaler, the Gecko Health product’s LED lights light up when it’s time to use the inhaler. The Bluetooth-enabled device sends data of how much medication a child takes, information that can be viewed by a parent, caregiver, or doctor.

The concept of using bright lights to prompt a child to pick up the inhaler and use it is simple enough. But Gecko Health also wanted to make the entire process fun for kids. Data from each dose synchs with an app, which translates the medication dosages into points that kids can accumulate, MIT News explains. Points for good behaviors can earn badges. And this app is smart. If the inhaler is used more often than usual, the app asks if it was due to weather, increased pollen, or pet dander. That helps the child engage with their medication regimen, and if necessary, make any adjustments to how and when they use their inhalers.

Gecko Health’s approach of turning asthma medication dosing into a fun activity caught the eye of a big pharmaceutical company. Teva Pharmaceuticals acquired Gecko Health in 2015, adding the startup’s smart inhaler to its portfolio of medical products. Now, with the resources of a larger company, Gecko Health’s team is working on adding even more capabilities to its inhaler technology, which would make its device even smarter. Yechiel Engelhard, Gecko Health’s co-founder and CEO, tells MIT News that by adding analysis of pollution and weather conditions, combined with new predictive analytics capabilities in the device, the technology could predict for patients – and also notify them – when poor air conditions mean that they should stay at home. Those new capabilities should help kids breathe a little easier, and also have some fun along the way.

Image credit: flickr

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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

EGC’s 2015 Analysis of The Gamification Industry

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The Gamification Industry is Growing and Headed Towards Consolidation

Enterprise Gamification Consultancy has released its latest report on companies that offer enterprise-grade gamification, engagement, and behavior modification platforms. The report offers insight into the gamification industry through data driven analyses across 100 data points. In addition, it provides a comprehensive overlook at the major players in the market, ranking each through an overall gamification platform score.

After researching twelve different companies that use gamification solutions, Enterprise Gamification Consultancy has concluded the following:

  • There are four gamification leaders in the space — GamEffective, Bunchball, Badgeville, and Infosys.
  • There is a shift from short-term gamification solutions to mid to long-term employee applications.
  • The gamification industry market is expected to double by the end of 2016.
  • The gamification industry is expected to consolidate by the beginning of 2017.

2015 was a landmark year for the gamification industry, as SAP became the first large business software vendor to enter the gamification market with its own solution. SAP’s arrival demonstrates a shift for gamification from a niche technology to a mainstream application, one that is expected to lead additional software vendors to the gamification market.

To succeed in the gamification industry, organizations need more than a platform — they need strategy, training, and support. Out of the four leaders in the gamification market, GamEffective’s approach to gamification makes it the overall leader. Its focus on enterprise pain points, range of solutions, and seamless integrations put it ahead of the competition despite that it’s the smallest organization among the market leaders. Enterprise Gamification Consultancy suggests that to have a successful gamification solution, organizations should employ engagement sustainability, data based analyses, and clear, defined objectives.

For more detail on these findings and for all of their conclusions, you can purchase the full report that includes a 10% discount right right here.

Image credit: Wikpedia

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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

MOBA’s Promote Teamwork While Disparaging Negativity

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Boosting Teamwork in MOBA’s with Positive In-Game Mechanics

For those unfamiliar with the term”MOBA”, it may be time to take notice of one of the fastest growing phenomenon within the gaming industry. MOBA’s, or Massively Online Battle Arenas, have greatly surpassed other popular gaming genres to become the most played games on the PC platform. This shift in the trends of PC players began in 2012 with the game title League of Legends, which has retained its throne ever since; with other MOBA’s such as DotA 2 and Smite creeping into the top ten as well. These types of games have become so popular that they are selling out seats at large venues as well as being covered by major sports networks like ESPN.

Yet the most fascinating aspect of the MOBA game is how players interact with each other. Team work is paramount within a MOBA. The basic premise of any match (which generally take anywhere from 15 to 45 minutes) is the players choose their “heroes” or avatars to battle as, each one with drastically varying powers and skills, and two teams must fight to conquer the enemy teams home base. Various roles must be filled by each player to achieve victory. As in most environments, positivity and teamwork trump negativity and anger, yet emotions can be tough to control while in the heat of a difficult crisis. MOBA’s like League of Legends have implemented systems to improve relations among players as well as weed out poor attitudes. These systems incorporated within the game have shown a stark reality: Constant encouragement and restraining frustration in the face of adversity drastically improves winning percentage.

Riot games, the developer for League of Legends, posted a video in 2013 regarding the statistics of teams who worked together against teams which suffered internal strife. A match in which all players rallied together despite early setbacks had a 54% win rate. A match populated with three angered teammates resulted in a 46% chance of winning, with the number dropping with each subsequent frustrated player. Using player history, Riot games also discovered that individuals that demonstrated positive behavior would win an average 10% more games. Conversely, players with negative report histories averaged to win 35% fewer games. The big statistic Riot games claims is that players who behave in a sportsmanlike manner win 1.7 million more games than the average player on a daily basis.

MOBA’s are now going out of their way to encourage this sportsmanlike behavior.  League of Legends in particular has developed an honor system to promote positive behaviors among gamers. Aspects of this honor system include: acknowledgment of a friendly player, letting a player know their advice was helpful and even an option to let an enemy player know that their attitude was appreciated. These accolades of honor were developed by cognitive psychologist Jeffery Lin, who heads design of the social systems within League of Legends. Other MOBA’s are beginning to follow suit, offering encouraging words on loading screens regarding teamwork and understanding. While not as nuanced as the honor system, it is clear that developers and players are recognizing the correlation between working together through issues and success.

In a world where anger oftentimes results in the ruination of the best intentions, it is admirable that game developers as well as gamers themselves are taking note that to achieve victory in the virtual space, a positive attitude is integral. As the most played PC game in the world, consumer engagement in these team support exercises will undoubtedly have an impact on its players outside of the game. An encouraging word can go a long way in shifting attitude.

Image credit: Wikipedia

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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

The Current Market of Gamification Sales Platform

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The Gamification Sales Platform Industry is Nascent and Growing According to EGC Analysts

Enterprise Gamification Consultancy has released its latest report on the state of sales platforms that offer gamification solutions. The report offers detailed, data driven insights for any organization looking to gamify its sales solutions or to enhance its existing sales solutions with gamification. In addition, it provides a picture of the current landscape, with company profiles, market breakdowns, and industry predictions.

After researching twenty-four different companies that use gamification solutions, Enterprise Gamification Consultancy has concluded the following:

  • The sales gamification space is nascent, growing, and in demand
  • Most vendors are less than four years old
  • The number of vendors that offer pure sales gamification platforms is expected to double by 2017
  • The number of customers looking to gamify their sales is expected to triple by 2017

According to the report, a major reason for this strong demand is that millennials are entering the sales force. Millennials have shown distinctly different behaviors, expectations, and motivations compared to past generations, and Enterprise Gamification Consultancy expects their preferences to drive companies to adapt their sales processes and tools. Gamification is a solid, strategic offering to improve employee engagement, productivity, and performance processes, and the data created through gamification activities will enable companies to monitor and improve their processes to better fit the next generation of sales representatives.

For more detail on these findings and conclusions, you can purchase the full report that includes a 10% discount right here.

Image credit: Wikimedia

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Code On The Road: Uber’s Secret Coder Recruitment Game

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How Uber Uses Code On The Road Hidden Game to Find Coding Candidates

People who coordinate trips using the ride-hailing app Uber have the reasonable expectation of a convenient journey at an affordable price. But for a select group of riders in a certain markets, Uber offers something more. The company gives some of these riders a recruiting message to work at Uber, a pitch that becomes visible only after the rider completes a game. Many companies are employing technology as a way to gamify employee training. But Uber’s example shows another facet of gamification: a way to first get promising candidates in the door.

Uber isn’t using its game, Code on the Road, to recruit drivers. The game is designed to identify candidates with real computer coding chops who can work on the app itself. The prompt to play comes as a notification on the Uber rider’s smartphone. Those who accept the test are presented three coding challenges to solve, Business Insider explains. In addition to being timed – each challenge comes with a 60-second countdown – players are also scored according to their answers. Those who pass the tests receive a prompt to click a button to get more information about what it’s like working at Uber.

Uber acknowledges the game, but isn’t saying much publicly about it. In a statement sent to Slate, the company said that Code on the Road gives riders “the opportunity to show us their skills in a fun and different way – whether they code on the side or are pursuing a career as a developer.” Those concerned about privacy shouldn’t have too much to worry about. Uber says that it’s not targeting individual Uber riders based on a corporate e-mail address or other identifying information. Instead, the company says that it is offering its game in cities that are technology hubs. According to Business Insider, Uber has been running these coding challenges in Seattle, Austin, Boston, Denver, and Portland, all cities teeming with tech workers.

It’s unclear how successful Code on the Road has been in recruiting coders. Uber isn’t saying whether it has actually hired anyone who first connected with the company through the game. The fact of the matter is that though many companies are inundated with job applications, companies have a harder time finding the right people to apply for their job openings. Offering a game to Uber riders gives the company a way to connect with potential candidates who are both familiar with the service, and also more likely to have the computing background to contribute to Uber’s software.

Image Credit: Pixabay

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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

Study Reveals Game Based Training Impact on Weight Loss

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Time to start that diet

Promising Research Shows Potential Weight Loss Influenced by Game Based Training

Anyone with a sweet tooth knows exactly how difficult it is to resist unhealthy foods that taste great. Countless diet programs have been established over the years to try to train people to choose healthier foods and avoid empty calories that pack on the pounds. However, the secret ingredient diet plans may be missing is game based training that has shown promising real-world results that lead to additional weight loss.

A study completed by researchers at the University of Exeter and Cardiff University had participants play a video game where the goal of the game was to avoid images of snack foods and desserts that weren’t healthy. Participants played the game four times a week, in 10-minute sessions.

According to the Telegraph, “When the experiment was over, the scientists found that the participants lost an average of 0.7kg and consumed 220 calories less a day whilst playing the game. People also reported “liking” snack foods less after participating.”

Studies like this show that video games can help train the brain to make healthier choices. Participants in the study were also highly favorable about the experience, with the vast majority saying that they would be glad to continue to play a video game in order to increase their motivation for weight loss in real life.

The game in this particular study was fairly simple. A more complex game paired with incentives and other gamification strategies could revolutionize the way companies approach weight loss.

Image credit: flickr

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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.