Top Stores in Enterprise Gamification
2012 was a great year for gamification in the enterprise as we saw many more companies begin to adopt gamification into the workspace. In today’s Best of 2012 feature, we look at some of the top stories in workspace engagement, strategy, and loyalty for businesses. There’s some really top-notch information in here, including gamification withdrawal effects, analysis of gamification’s current position in the Gartner hype-cycle, cultural differences for gamification, the evolution of loyalty, and even more after the jump.
IBM Researchers Jennifer Thom, David R. Millen, and Joan DiMicco conducted an experiment in which they attempt to answer: “How does the removal of gamification features affect user activity within an enterprise social networking service?”
In the consumer’s eyes the loyalty program may have been more of a hassle than a benefit. Customer expectations have changed. They require immediacy – from responses to feedback and service requests, speed of product updates, timing of notifications, and instant gratification. Teams that design and operate modern loyalty programs must respond, refresh, and retool by taking three actions.
The full potential of Gamification still remains relatively untapped within the corporate setting but in a recent report by Gartner, Business Process Management (BPM) is poised to seize the opportunity. In the report, research director, Elise Olding, provides her key findings and recommendations for BPM in employing gamification.
Spanish bank BBVA Spain has showed the world one more time why it is considered one of the best companies at marketing 2.0. They have successfully launched the BBVA Game, a gamified platform to incentivize clients to use their web services, which has churned out a full virtual-economy for its users.
Talking about concepts from gamification in India to recent successes to the future of Indian gamification, SiddheshBiohbe, CEO of Indian Gamification Firm eMee, shed some much-needed light on international gamification practices.
According to WANTED Analytics, hiring demand for gamification skills are up 293% from 2011. While the trend for hiring demand is on an upward path, there has been a slight 1% decrease in demand since July 2012.
Over the course of the past couple months, gamification was in the technology trigger phase. Successful implementations such as Nike+ and Coursera’s gamification course sparked global interest. The mass movement paved the way for SaaS companies such as Badgeville, Bunchball, and BigDoor to offer gamification platforms to third party’s existing apps. However, this initial success has given the misconception that gamification always works and that all it needs is throwing badges for every customer action.