SelfDrvn recently held its PlaySk00L Gamification Series 2: Employee Experiences Geared for Success at SelfDrvn HQ on the 25th of July, 2018. Our participants had an engaging afternoon of learning about concepts like gamification design thinking, how to implement gamification within organisational duties, and the future of gamification in the ASEAN region.
JC Ng, from our event partner Impact Volution, introducing the participants to how gamification can be implemented at work.
Our speakers line-up delivered some golden nuggets of information on gamification and its effect on organisations. Here’s a quick summary of some insights we learnt from the PlaySk00L Series 2 session!
Gamification is not all about games
You may be asking – but gamification has the word “game” in it! Well, you’re half right. As mentioned by our speaker Melvin Chan, the Customer Success Director of SelfDrvn, gamification does not necessarily need to involve complex game mechanics, such as those in modern computer games today. Gamification can be implemented on a very basic level via a rewards mechanic or leaderboard, to improve certain work (e.g. sales quotas, or resolving software bugs) or mundane office chores (e.g. refilling paper for the copier) to make them more engaging and incentivise people to continue taking positive actions.
JC engaging participants in the gamified team-building activities.
2. A tool for enhancing the employee journey
Game thinking can be used as a guideline that serves the employee in an organisation. As with most computer games, the player is put in the boots of a Hero, who has autonomy, mastery over their roles, and are devoted to a purpose. Take Lara Croft from Tomb Raider as an example. As the main character, she has autonomy over which paths she takes, and how she takes them in the game-world, mastery over her role as a wall-climbing, puzzle-solving, trap-evading adventurer, and is devoted to the purpose of finding her long-lost father. Applied at work, this concept can evoke high-level engagement for an employee, when they are in control of the work they produce.
3. The ASEAN market is growing
The ASEAN countries in particular have shown a strong inclination and receptiveness towards gamification in recent years. This is attributed in part by the high penetration rate of smartphones and social media in the region. The hype of gamification in the US market has somewhat fizzled out, but is just starting to spark in the ASEAN region, according to Mun Choong. This Accenture report supports the notion of gamification becoming more intertwined within workplace activities by suggesting employers to reach out to the intrinsic motivation of employees in the region, chiefly the need to belong within a community, and the chasing of status in, and outside of work. Performance management, ranking systems, and attractive incentives will not only aid in retention of current employees, but also the on-boarding of new roles.
4. Game thinking aligns personalities and career paths
In the session with Mun Choong, participants had the chance to dive deeper into their personality archetypes and personal characteristics, during the Game Design Thinking Sprint. Based on the 4 archetypes and motivations of Doers (social), Teambuilders (freedom), Visionaries (order), and Trailblazers (individual), we were all invited to explore from 12 cards in total, our personalities. As it seems, some people have different personalities at work, compared to being at home. This presented us with some food for thought: can we be truly happy if we maintain two separate personalities, depending on our environment? These personality tests can also prove useful to determine an individual’s cultural fit in an organisation, or their roles in specific departments with different requirements.
SelfDrvn’s PlaySk00L Series brings together industry experts and the public to dive into current matters and topics relevant to the HR and Gamification scene. Like our Facebook page to be updated on any future events!