Energizing People’s Work
Transforming Organizations Through Gamification
Bernhard Peischl
1
, Johannes Schantl
1
and Andreas Holzinger
2
1
Softnet Austria, Inffeldgasse 16b/II, 8010 Graz, Austria
2
Medical University of Graz, Auenbruggerplatz 2/V, 8036 Graz, Austria
Keywords: Gamification, Enterprise 2.0, Engaging People, Empowering People, Game Mechanics.
Abstract: In this article we motivate how enterprise 2.0 technology and gamification can be used to transform today’s
organizations. The notable benefits include higher engagement of employees, productivity enhancements,
improvements in efficiency, innovation and community building. We identify the major building blocks of
games and outline how enterprises and NGOs apply these principles in real world scenarios.
1 MOTIVATION
Gamification is one of the major human-computer
interaction trends of the 21
st
century. According to
(Salen, Zimmerman 2004) a game is a system in
which players engage in an artificial conflict,
defined by rules, that result in a quantifiably
outcome. Informally, with a game, one associates
the idea of a structured experience with rules and
goals that is fun. Games get into our primal response
patterns and engage us in flow.
In the recent past, gamification has become a
modern business practice that uses game mechanics
to measure, influence and reward target user
behaviours. When applied in a non-gaming context,
these game mechanics work as a catalyst for making
technology more engaging by influencing user
behaviour and stimulating social interactions.
Fundamentally, gamification acts as a layer on top of
social collaboration software and has tremendous
potential in engaging with customers, employees,
and partners. Thereby game mechanics make an
interactive experience more fun, compelling and
addictive.
Also, games include many characteristics of
problem solving, i.e., an unknown outcome, multiple
paths to a goal, construction of a problem context,
collaboration in the case of multiple players etc., and
games add elements of competition and chance.
Further, social technologies provide the additional
possibility of building teams that might be
geographically scattered (Ebner, Holzinger 2007).
In bringing gamification into organisations, one
has to answer the question of what makes a
computer application enjoyable to operate. Malone
(Malone 1980) emphasizes that environments should
be neither to complicated nor too simple with
respect to the end-user’s existing knowledge.
However, these aspects must be carefully chosen to
create intrinsically motivating environments and to
appeal the target audience. Usually, user interfaces
are designed for tools and not games but much of the
motivation for using a system depends on the user’s
motivation to achieve an external goal. In cases
where an external goal fails to provide the necessary
motivation, particularly where the subject of the
specific task is routine and boring, a user interface
incorporating game mechanics can be useful in
making the activity more enjoyable (Ebner,
Holzinger 2007).
2 GAMIFICATION
Within organisations (enterprises and Non-
Governmental Organizations - NGOs) gamification
can be used to drive behaviour in a non-gaming
context. When implemented in the right way, this
allows an organization to increase employee
engagement, gain efficiency improvements, enhance
the productivity and foster innovation. Given this
benefits, it is no surprise that there is an increasing
interest in how to apply gamification and in gaining
a deeper understanding of game mechanics. Google
201
Peischl B., Schantl J. and Holzinger A..
Energizing People’s Work - Transforming Organizations Through Gamification.
DOI: 10.5220/0005050502010208
In Proceedings of the 11th International Conference on e-Business (ICE-B-2014), pages 201-208
ISBN: 978-989-758-043-7
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
Trends confirms the increasing interest in
gamification (see Figure 1) and Google scholar
refers to over 4600 matches since 2010 in scientific
literature. Organisations of all sizes and in diverse
sectors are increasingly interested in products,
communities and principles around gamification.
Figure 1: Increased interest in gamification: Google
Trends confirms Google Scholar.
Gamification is of particular interest, as it is an
effective way to engage and motivate “Millenials”.
According to Brack (Brack 2012) this cohort will
make up 46% of the workforce in the US. McGonial
(McGonical 2010) notes that this generation has
typically spent 10,000 hours of gaming by the age
21. As a result on this extensive experience with
games, “Millenials“ (digital natives) are most
engaged when using game-like user interfaces. The
sheer volume of “Millenials“ combined with the fact
that the generation of “Baby-Boomers” becomes
retired results in the fact that organizations will need
to address their gaps by increasingly looking for
“Millenials“. As a substantial part of motivating this
new workforce, organisations must provide
attractive means of gamification solutions (Rauch
2012).
In the following we have selected two scenarios,
where introducing game mechanics allows the
organisation for initiating a transformation process.
2.1 Enterprise Gamification
Classical enterprise applications like enterprise
resource planning, sales software, and customer
relationship management (CRM) can learn from
computer games and integrate the basic building
block of games into the business process to
influence behaviours of employees, partners and
customers. Broadly the benefits of enterprise
gamification can be categorized in four areas (Maan
2013): Engagement of employees, enhancement of
productivity, improvement of efficiency, and
establishing a constructive setting for innovation.
Briefly we discuss each of these issues.
2.1.1 Employee Engagement
Enterprises are attempting to use gamification to
encourage employees to make valuable contributions
to their collaboration platforms. Often, game
mechanics are used to recognize key contributors
and to design user-centric motivations as well as to
reward achievements and desirable behaviour of
employees across enterprise-wide community
networks.
For example, a sales person receives points on
creating a new entry within the CRM system. The
earned points further motivate this sales person to
improve data quality of the provided entries.
Contouring this process, this sales person may
receive recognition (e.g., leader board, social
activities, etc.). Overall the sales team will get a
more accurate view on the opportunities, which in
turn motivates the team to improve the quality of
their services to potential customers (Maan 2013).
2.1.2 Productivity Enhancement
Social enterprise technology allows one to
implement various kinds of performance
management support activities by monitoring
contributions in real time and visualizing these
activities within the community. This increases
collaboration and communication within the
community and directly results in enhancing
productivity within the enterprise. Further
visualizing activities fosters intergenerational
cooperation which helps to bridge the gap between
the generation of the “Millenials“ and the generation
of the “Baby-Boomers”. For example, visualizing
customer satisfaction numbers and granting rewards
for taking care of unsatisfied customers can be
provided in terms of a natively gamified user
experience.
2.1.3 Efficiency Improvement
Efficiency on the workplace means making people
work better by focusing on core competencies and
getting rid of unnecessary overhead. For example,
knowledge workers waste lots of time in reading and
answering e-mails, clearing mailboxes or sorting out
spam mail. Embedding game mechanics into this
process can raise the awareness of how much time
one spends with the inbox every day. For example, a
progress bar indicating how much one has spent
with organizing and writing e-mails along with a
point system, that provides rewards for quickly
disposing mails can encourage to deal with e-mail
efficiently. In today’s organizations this would save
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lots of time. As a popular example, we like to
mention the ‘Zero-E-Mail Initiative’ which
attempted to replace all internal e-mails by
introducing a company-wide enterprise social
networking platform within the ATOS enterprise
(Taylor 2013).
2.1.4 Innovation
For organisations working in distributed expert
teams it has become important to encourage their
employees to come up with new ideas. In the recent
past several enterprises have started to exploit the
potential of bringing together distributed teams of
experts via a social enterprise platform to incubate,
share and execute ideas from the various business
domains. Thereby, some of the enterprises make use
of gamification mechanics to drive such initiatives.
For example, Siemens has established a knowledge
networking platform particularly for creating
innovations by using the crowd of employees (Mörl
et al. 2011; Wiener et al. 2012).
2.2 Gamification in NGOs
The ongoing process of geo-political dislocation
questions many of the ongoing practices like, for
example, free movement of capital, trade-
agreements, and harmonization issues. For example,
in Europe, the number of citizens with a negative
image of the European Union has considerably
increased, whereas the number of those citizens with
a positive image of the block has decreased (see
Figure 2). As a result of that, citizens are engaging
in using and developing instruments (e.g., petitions)
fostering direct democracy. For example, recently
the petition “Freitheit für Vielfalt!” (a petition to
stop an enactment regarding emblements) received
over 400.000 supporters (Osterbauer 2013).
The initiative “Wörthersee Stadt” (Wagger,
Wuksch 2013) used social media to initiate a
movement towards arranging the communities
around the “Wörthersee” lake in the form of a town
with around 215.000 citizens.
The above given examples, illustrate the
willingness and the increasing tendency to engage in
active citizenship. In particular, due to the given
demographics, the generation of „Millenials“ will
play a major role in this process. Thus, such
initiatives – no matter whether driven by individuals
or NGOs – will use Enterprise 2.0 technology and
can benefit by making extensive use of automatic
translation, video conferencing, community building
and gamification. The riots in the middle east (e.g.,
the Egypt spring), the prohibition of the micro
blogging service in Turkey (Turam 2014) and
“ZunZuneo”, the “Cuban Twitter” (Guardian 2014),
exemplify that social technology nowadays has a
real impact on community building and democracy.
Figure 2: Citizen's view on the European Union.
3 BUILDING BLOCKS FOR
GAMIFICATION
Applying game mechanics to everyday software is
not a trivial task. In an ideal case, the game
mechanics is embedded into the real world problem,
so that the user does not even notice this. As the
(hidden) game taps in the primary response patterns
by engaging us in flow, gamification is considered a
powerful tool for engaging citizens and employees.
It is thus of uttermost importance to understand the
elementary building blocks of games.
According to (Amy Jo 2012) we can identify the
following basic building blocks in games:
1. Collecting Items: With collecting items one
can express what is of importance. Also
humans usually try to complete a set of items,
i.e., visualizing items as a collection motivates
the users to fill out potential gaps. For
example, LinkedIn uses this idea when it
comes to completing profiles.
2. Points: Earning points acts as a simple score
system to engage users. Besides of simple
points, there are social points, which are points
that only other users can grant. Social points
are able to express the values of items for the
community. Points can be calculated via
aggregate behaviour (e.g., Flicker). Further
there are redeemable points which are able to
drive loyalty of users. For example, eBay
allows users to grant social points for online
transactions, in this way building up trust in
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users. Amazon uses social points for book
reviews. Once one has established points, we
can create leader boards to innate
competitiveness and drive the behaviour of
users. Parallel leader boards offer to increase
diversity which can be used to on-board a
bigger crowd. In serious scenarios it is often
necessary to substitute leader boards with
some kind of statistical ranking, for example,
due to the fact that leader boards can be used to
monitor productivity of employees. Further
levels can act as a shorthand for accumulating
points and thus levels can capture the game
experience. With levels one can challenge the
user in the appropriate amount, so that the state
of flow is ideally maintained during interacting
with the software or service.
3. Feedback: We use feedback to motivate users,
giving them signals and signs that they are on
the right track sometimes showing users they
achieved something. Most of the time feedback
provides prove on progress making a user feel
good. At the same time this offers
transparency. Due to the feedback, users of a
game know exactly where they stand within
the game, but also compared to other players.
That can be rewarding. Increasing the velocity
of feedback loops helps to maintain
engagement of users. Subconscious feedback
might even be more powerful. It is presented in
such a logical, natural way that users are no
longer aware that it basically is feedback.
Moreover, social feedback is known to drive
engagement. In summary, feedback is able to
draw attention through movement and change,
accelerates mastery, and makes tasks more fun
and compelling. Ideally, adequate feedback is
able to induce flow and makes boring tasks
more fun.
4. Exchanges: Exchanges are well-structured
social interactions. Social exchanges can be
explicit (e.g., a chess game, where structured
exchanges are built into the rules) which
requires at least two partners. Implicit
exchanges refer to exchanges where a user can
give feedback, but the recipient(s) do not need
to answer necessarily (e.g., comments within
an activity stream).
5. Customization: Customization and
personalization allows one for deeper levels of
emotional attachment by the user. As the users
personalize profiles they create a bond, and the
profile becomes an extension of themselves.
The difficulty levels seen in games are not
appropriate for all users. The system should
allow users to customize a range of settings so
that the game accommodates their individual
needs. Further user interfaces need to be
customized to the device to provide an
accessible user interface under all
circumstances (e.g., access via tablet, smart
phone or workstation). Customization also
applies to data objects. First, users like to re-
mix and re-distribute basic data objects and
establish different views on these data objects.
We refer to such objects as recombinant data
objects, i.e., different feeds on the objects can
easily be established by end users. Second,
content that lives outside of its source can be
re-mixed and re-scanned to allow the user for
smooth integration of this content.
After having elaborated the main building blocks
in the mechanics of games, we briefly have a look at
popular applications in the consumer market. In
particular we show how the video portal Youtube
and the micro blogging service Twitter makes use of
these principles to provide a gamified user
experience. Table 1 lists the basic building blocks of
game mechanics and the corresponding elements for
the products Youtube and Twitter.
Figure 3: The elements used in incorporating gamification
when it comes to usage of social apps in enterprises.
4 CASE STUDIES: ENERGIZING
PEOPLE’S WORK
In the following we discuss how the basic principles
of game mechanics are nowadays used in businesses
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Table 1: Use of game mechanics in popular consumer
applications.
game mech.
elem.
Youtube Twitter
Collecting
items
favourites,
subscribers, videos
followers and
friends
Points multiple leader
boards, star-ratings,
points allow for
different ways of
exploring content
no. of
updates,
tweets,
followers,
users one is
following
Feedback comments, inbox,
statistics as
competitive leader
boards
users can
decide which
messages to
receive via e-
mail
Exchanges comments, video-
responses
direct
messages
Customization profiles, user can
decide on widgets,
videos can be
uploaded very
easily from any
device,
recombinant data
(set of streams) and
syndicated service
backgrounds,
easy to use,
easy
integration,
recombinant
and
syndicated
data (blogs)
and NGOs. First, we discuss safebook (social apps
for enterprises), an enterprise 2.0 software that
engages office workers. Secondly, we outline how
an NGO (teamfreiheit.info) applies the same
principles of game mechanics to build-up an online
community that supports democracy and human
rights.
Safebook: Safebook (Wagger 2013) is a social
business platform, a kind of "Facebook for the
Enterprise". It brings the best of the consumer web
into business (social, mobile, activity stream,
salesWiki, recommender, rating, tagging, social
analytics, etc.). Figure 3 illustrates safebook’s entry
page, presenting the main elements for incorporating
game mechanics.
1. Collecting items: Todos, notes, activities,
working times, files, and i-Tweets (a form of
tweets for the business domain) are presented
in the form of collections. This encourages
office workers to complete all items
stimulating the completion of specific tasks.
2. Points: The number of todos, notes, activities,
files and iTweets are displayed. A working
time calculator supports easy and intuitive
recoding of working times. Further the number
of colleagues a user is following and the
number of followers is shown. Products from a
product catalogue (“Produpedia”) can be rated
by making use of a star rating.
3. Feedback: A timeline shows i-Tweets, users
can like or dislike i-Tweets, and progress of
work is displayed via a progress bar. Statistics
regarding the working artefacts (e.g., average
todo priority, number of reversed or undone
todos) are rendered in real time so that the user
obtains immediate feedback.
4. Exchanges: Implicit exchanges by providing
comments on all elements, sending direct
messages via i-Tweets and by integrating e-
mails and a semantic layer for e-mails that
supports exploration of e-mails via semantic
analysis (Wagger 2014).
5. Customization: The main site is customized
with upcoming events, which are extracted
from the calendar. Users customize their
account with a profile picture to support
emotional attachment. Further, there are
various ways for customizing projects. As
safebook runs within a browser, it is accessible
on all platforms. Data objects can be re-mixed
and re-distributed. For example, scanning a
business card updates the address book and/or
a CRM database.
teamfreiheit.info: The teamfreiheit.info community
(Teamfreiheit 2014) is a start-up human-right’s
community (see Figure 4) enriched with social
network elements (friends network, user timeline,
etc.), with the following major goals: (1) informing
users about topics concerning freedom, (2) engaging
cititzens to perform hero-actions, and (3) interacting
and discussing with other users. The community
adds an additional gamification layer to create a
playful user experience and to additionally motivate
users to be active within the community.
1. Collecting Items: Friends, hero actions (users
can create a history of all accomplished hero
actions) and timeline posts including status
messages, videos and links can be collected.
2. Points: Experience points gathered by doing
hero actions, bronze, silver and gold badges
achieved for doing challenges, likes on posts
and forum entries, and the number of
comments. Users can increase their level
(starting from level 0 as a passive civilian and
ending at level 11 as a hero of freedom) by
getting experience points and doing challenges.
The level represents the major visible status of
the user within the community and is shown all
along the community next to the profile picture
of the user.
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3. Feedback: A progress bar shows the missing
points to reach the next level, notifications
after getting points, badges, likes and
comments.
4. Exchanges: Discussions in the forum with
multiple users, implicit exchanges by
providing posts and comments, direct
communication using a message system.
5. Customization: The main site can be
customized by adding a profile picture.
Further, one can also change the current visible
level by being active within the community. A
user can customize whether he/she wants to
receive e-mail notifications for incoming
messages, likes, comments, etc., and also set
several privacy settings for the user profile.
Figure 4: An example of a gamified community for the
human right NGO teamfreiheit.info.
The problem of adaption of enterprises and other
organizations to customs of digital natives is
important to future business. However, young digital
natives have good experience with entertainment
instead of professional work. Although some
concepts like user-centricity and gamification can be
brought to business, e.g., there is a difference when
it comes to responsibility. This issue needs further
investigation.
5 DISCUSSION AND RELATED
WORK
Schubert and Williams (Schubert, Williams 2013)
present the findings from a study of projects that are
in the early stages of adoption of social software in
organisations. The authors analyse the case studies
and reveal possible beneficial factors for the
adoption of social software such as improved
personal information management, and better
workspace and presence awareness. However, the
authors do not address the issue of gamification.
Maan (Maan 2013) notes that gamification is an
emerging business practice to enable and transform
social business initiative across organisations.
Thereby the possible business scenarios for
gamification are widespread ranging from customer
service and support to community building and
collaboration.
The main challenge in the design of communities
is to motivate users to participate and contribute
(Lampe et al. 2010). Lampe et al. (Lampe et al.
2010) studied users in a moderately large
community (Everything.com) and found that users
may continue to participate in a site for different
reasons than their initial motivation when looking
for the site.
Especially a feeling for belonging to the site is
very important and social and cognitive factors are
probably more important than usability issues in the
contribution to communities (Lampe et al. 2010).
According to Kollock (Kollock 1998)
reputational benefits and learning as motivation can
overcome the lack of motivation in communities.
Dholakia et al. (Dholakia et al. 2004) identified five
different motivational factors to contribute in online
communities:
purposive value, refers to a predetermined
instrumental purpose, such as giving or
receiving information,
self-discovery, covers aspects of social
interaction to gain knowledge and social
resources,
maintaining interpersonal connections, refers
to keeping in contact with other people and
creating new friendships,
social enhancement is linked to the value
derived from the user’s reputation within the
community, and
entertainment, describes the fun and relaxation
of interacting with other users and the
community.
The idea of using elements of game design in
non-game contexts can leverage both, motivation
and engagement. However, the recent trend towards
gamifying applications often reduces the complexity
of a well-designed and balanced approach to a
gamified application to its simplest components:
badges, levels, points and leader boards. This can
actually damage existing interest or engagement
with the software product or service (Rigby, Ryan
2011). It is thus of uttermost importance to identify
the abstract basic building blocks for gamifying
applications to understand how to amplify the
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intrinsic motivations of employees, customers or
communities. Besides of the five basic building
blocks identified in this article, useful guidelines for
gamification design are provided by Werbach
(Werbach, Hunter 2012).
Holzinger et al. (Holzinger et al. 2012) report
on the design and development of a mobile
application to support archaeological education and
to raise awareness for our cultural heritage by
making use of the powerful notion of play. The
application reads information from Quick-Response
Codes (QR-Codes) on paper sheets, which can be
placed directly at the points of interest. Users can
now follow an archaeological scavenger hunt along
those points of interest. They start at one point of
interest and get hints on how to find the others. This
makes use of collective intelligence, i.e., using the
mobile devices amongst the group of users as social
communicators in order to get specific information
on the target.
Dynamic, interactive computer simulations,
designed to teach complex processes and concepts,
have become very popular in all domains of science
education, for example, physics, chemistry and
biology, as demonstrated in the high number of
sales. The nature of such simulation ranges from
compelling visualizations but also covers the domain
of educational computer games (Ebner, Holzinger
2007; Kickmeier-Rust et al. 2007).
Ebner and Holzinger (Ebner, Holzinger 2007)
state that the use of an online game for learning in
higher education aims to make complex theoretical
knowledge more approachable. An online game was
used for the first time during a lecture on structural
concrete. According to Nielson (Nielsen 2005) a
factor called “joy of use” was introduced, which was
amazingly high. Ebner, Holzinger’s experimental
findings confirm the efficacy of game playing.
For the purpose of e-learning, Dolog et al.
(Dolog et al. 2004) point out the importance of
personalization and describe an approach to bring
personalization (resembling the notion of
customization in game mechanics) to the semantic
web. The authors show how personalization
functionalities can be embedded into semantic web
services, supported by other services for retrieving
learning resources or user information.
6 CONCLUSION
In this article we motivate how today’s enterprise
2.0 technology and gamification can be used to
transform organisations. We relate this trend to the
changing workforce and conclude that enterprises
and NGOs will need to address this issue in the near
future. We present two scenarios (enterprise
software and citizen engagement within a NGO)
where gamification is used to initiate a
transformation process. Afterwards we identify five
basic building blocks within games, and show how
these game mechanics are applied in mainstream
consumer software (Youtube and Twitter). Two
novel case studies show how gamification is used to
engage people in their specific tasks. The first study,
shows how game mechanics are applied when it
comes to applying social apps in enterprises. The
second one, reports how a NGO applies the same
mechanics to foster community building. Finally we
discuss our findings and relate our work to most
recent research work.
ACKNOWLEDGEMENT
The work presented herein has been partially funded
and from the SME program “Innovationsscheck” of
the Austrian Research Promotion Agency (FFG,
contract no. 840346).
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