The Internet of Things for the Masses: Increasing Engagement in a Digitized World

The Internet of Things (IoT) can be defined as the digitizing of reality, the connectedness of the real world, the online extension of … everything. Simply put, IoT is the concept of smart devices interacting with one another through an online connection. IoT technology is not necessarily new in theory or practice: uniquely-identified devices have…

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Video Marketing, Gaming, and Fantasy Stock Markets Collide to Create Tubbett

NDRC has helped back and support the new startup Tubett. Former Rocket Internet employees Sumit Rai and Achman Srivastava created Tubett. They created Tubett as a gamification mobile app that combines video marketing, gaming and fantasy stock markets into one application. The Market Tubett is tapping into markets that already exist and combining them to create something new….

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AMS Boosts Sales Rep Engagement With Gamified Mobile App

Qstream Powers AMS Employee Knowledge Retention American Medical Systems (AMS) has found a new way to boost employee engagement for sales personnel by using a gamified application called Qstream (@qstream). The app aims to improve employee engagement by presenting employees with challenges and rating their responses on a company-wide scoreboard. The Problem AMS was trying to solve a…

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Encouraging Employee Social Collaboration with Accenture

Last time, we featured Accenture Social Collaboration and Gamification, Thomas Hsu and Senior manager, Steve Kaukonen in discussing how Accenture improved employee effectiveness with the company’s gamified enterprise social collaboration platform while employing gamification principles.

Watch the full interview below to learn about:

  • How the platform has evolved and expanded into a global initiative since its first inception in 2007
  • The methodology in structuring baseline metrics and identifying user type behaviors
  • How the team used historical data and metrics to iterate and balance tool’s usage
  • What technology resources and human resources were needed to launch the program
  • Perceived expectations and realities of implementing a gamified program within a large organization
  • Unique findings of the adoption process across different levels of geography, function and employee level

Watch the video below and be sure to catch our next episode of the Gamification Revolution.



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Most Office Workers Think Digital Engagement Would Boost Performance

Survey Shows Majority of Employees Would Welcome Game Elements in Daily Tasks Employee engagement is one of the biggest challenges in the business world, yet recent numbers show many companies are missing opportunities to increase worker motivation. A survey conducted by TechnologyAdvice revealed that more than 70 percent of office employees felt digital engagement software…

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