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So you’ve decided that gamification is the way forward with engaging your employees. Well played. But be forewarned, objections are soon coming your way, and you need to be prepared to volley back.
Gamification in the workplace is a fairly new concept, and the term alone leads many to assume it’s all about fun and games. Many will see it as a fad with limited appeal, instead of a potential force for change. Converting detractors into promoters will be critical to your credibility and momentum; so let’s get to work on the three most common objections:
Gamification has already proven to deliver hard numbers, not fluff. Early adopters have seen benefits across three stages of the employee lifecycle: (1) by transforming classroom training into a series of online challenges, companies have reduced the time-to-productivity of new hires by up to 50%, (2) once an employee completes their first gamification challenge there is a >70% chance they’ll complete even more to add new skills and more knowledge, (3) finally, companies that have implemented gamification have seen attrition rates decline by 68% on average.
If you are armed with a few quick data points on business impact, you can quickly prove gamification is primarily about business impact.
When effectively designed, gamification appeals to all demographics. Sure, points, badges and levels may feel immediately familiar to millennials, but gamification taps into the motivations of Baby Boomers just as well. The Boomers have often accumulated the most experience and insight, and fare best on complex challenges. When recognized for their achievements for all to see, relative newcomers will seek them out for their advice. These kinds of mentoring opportunities are deeply engaging for the Boomer crew.
Take the time to map out your audience, so you can build challenges that appeal to millennials, gen X, gen Y and Baby Boomers alike.
There is certainly an element of competition, but unhealthy it isn’t. If you create a challenge that tasks employees with only improving Handle Time… customer experience could suffer. So instead create a challenge that tasks them to improve Handle Time AND customer satisfaction scores at the same time. That encourages healthy behavior.
The key is to create challenges that encourage balance, teamwork, idea sharing and other positive behaviors.
Want to know more about tackling those objectors? Download our guide here.
Paige McCaleb is a Solutions Marketing Specialist for NICE’s Workforce Optimization solutions. A millennial through and through Paige is a resident Gamification fanatic and social platform maven. She’s passionate about crafting new ways to tell the stories of organizations with off-the-charts engagement.