6 organizations making the most of gamification

Whether it’s used for recruiting, training or productivity, an element of fun helps get the job done, as these brief case studies illustrate. Mary Poppins would heartily approve.

Workplace gamification examples

To incorporate gamification at your company, you need a strategy that fits the business and its employees.

You can’t just give out meaningless rewards. The following organizations have used it successfully, achieving substantive results:

1. Xerox. Leaders understand that teaching new employees everything they need to know can be tedious for all involved. To make it more entertaining, and to boost knowledge retention, Xerox uses an app, Qstream, which works like a trivia game. Every day the app lets the employees learn what they need to know. A classification system shows who has answered the most questions correctly.

2. U.S. Army. Gamification can be used to attract talent, so the Army created “America’s Army.” This first-person strategic-shooter video game was designed to recruit, but it has also been used for training. Three years after its launch, one out of every three soldiers who enlisted had played the video game.

3. NextJump. This workspace company got its employees to start leading a healthier lifestyle. It installed gyms in its offices and created an app to reward staffers’ efforts. As a result, 70 percent of their employees started or resumed regular athletic activity.

4. L’Oreal. Do you get hundreds of CVs for each job opening?  L’Oreal streamlined its recruiting process by creating virtual offices. The candidates explored these offices and solved puzzles, earning points according to how much time they took. Although there is no substitution for personal interaction, this approach helps.

5. Microsoft. Gamification is perfect for those tasks that employees find boring. Microsoft devised an in-house tool to fine-tune every linguistic detail in Windows 7. With prizes in mind, the offices competed to find errors or recommend improvements.

6. Spanish Society of Cardiology. Gamification isn’t the sole province of private companies. The Spanish Society of Cardiology’s goal was to enhance interaction and development among health professionals, so it created “The League of Clinical Cases.” Doctors enrolled in teams of three to five, publishing clinical cases on cardiology and answering questionnaires, with awards and recognition along the way.

Ismael El-Qudsi is CEO of Social Reacher. A version of this post first ran on the Social Reacher blog.


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