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Gamification for employee engagement : strategize, design, and implement gamification to successfully engage your employees / Akila Narayanan.
- Format:
- Book
- Author/Creator:
- Narayanan, Akila, author.
- Language:
- English
- Subjects (All):
- Video games.
- Employee motivation.
- Physical Description:
- 1 online resource (151 pages) : illustrations
- Edition:
- First edition.
- Place of Publication:
- Birmingham : Impackt Publishing, 2014.
- Summary:
- If a positive and engaged team is important to you, get started with gamification now and discover how it could transform your workplace.
- Contents:
- Cover
- Copyright
- Credits
- About the Author
- Acknowledgments
- About the Reviewers
- Contents
- Preface
- Chapter 1: Employee Engagement and Gamification
- Understanding the employee needs
- Baby Boomers
- Gen X
- Gen Y/Millennials
- A classic case of employee engagement
- A story scenario
- Inference
- Employee engagement quotient and the 5 Whys
- Employee engagement survey
- Common causes of disengagement
- The solution
- Driving engagement the SMART way
- Satisfaction
- Motivation
- Extrinsic motivation
- Intrinsic motivation
- Advancement
- Recognition
- Trust
- Defining enterprise gamification
- Process-centric gamification
- Case study - 1
- Case study - 2
- User-centric gamification
- Gamification catalyst for employee engagement
- Game mechanics at enterprises
- Gamification and Gen Y
- Accelerating engagement among employees
- Driving behavioral changes
- Inducing intrinsic motivation
- Seeding corporate social responsibility
- Better synergy and collaboration
- Summary
- Chapter 2: Gamification in Action
- Gamification and organizational management
- Gamification and enterprise business processes
- Business unit - Sales and Marketing
- Business process - Managing salesforce performance
- Business unit - Human Resources
- Business process - Recruitment
- Business unit - Administration
- Business process - Supervising housekeeping services
- Business unit - Research and Development
- Business process - Managing product development
- Business unit - Training
- Business process - Imparting continuous learning
- Business unit - Contact Center
- Business process - Managing agent performance
- Other key areas of applicability
- Employee collaboration
- Process improvements.
- Compliance adherence
- Project management
- Sustainability
- Chapter 3: Enterprise Gamification - Strategize
- The need for an enterprise gamification strategy
- Defining the business objectives
- Defining the high level objectives
- How might we encourage reuse of assets within the enterprise?
- Framing the SMART goal
- Listing the pain points
- Grouping the action items
- Identifying the target audience
- Perceiving the player types
- Classifying employees as players
- Understanding the target audience behavior
- Validating the business case for gamification
- Understanding the system of engagement
- How can gamification help?
- Formulating the hypothesis
- Gathering the data
- Analyzing data
- Force field analysis
- Making the go / no-go decision
- A quick recap
- The validation checklist
- Chapter 4: Enterprise Gamification - Design
- Understanding design thinking
- Design thinking approach
- Characterizing a design think tank
- Why should we apply design thinking to gamification?
- The design thinking process
- The Research Phase
- Collecting data
- Analyzing the data
- The ideate phase
- Generating ideas
- Selecting ideas
- Refining ideas
- The prototyping phase
- Developing the prototype
- The testing process
- Gathering feedback
- Finishing or proceeding to iterations
- Case study
- Survey questionnaire sample
- Partial survey response
- The ideating phase
- The testing phase
- Finishing or proceeding to further iterations
- Chapter 5: Enterprise Gamification - Implement
- Gearing up for implementation
- Selecting the right gamification platform
- Build versus buy
- Defining a roadmap for pilot implementation
- Building the system.
- Case study
- Business context
- Pilot description and goals
- Feature set
- Technical considerations
- Target audience and behavior
- Devising feedback loops
- Gamification rules (game mechanics)
- Sample use cases
- Measuring and monitoring outcomes
- Defining Key Performance Indicators (KPIs) and metrics
- Measure KPIs and metrics
- Evaluating pilot success
- Scaling from pilot to full-blown launch
- Chapter 6: Sustaining Outcomes and the Road Ahead
- Sustaining outcomes
- Developing adoption strategies
- Promoting awareness
- Helping with tips
- Starting with incentives
- Spotting owners and evangelists
- Publishing success stories
- Beyond Points, Badges, and Leaderboard
- Sense of surprise
- Creating unanticipated moments
- Adding the fun factor
- Sense of progression
- Reinforcing progressive feedback
- Enhancing skills
- Sense of recognition
- Visibility at workplace
- Appreciation from colleagues in social graphs
- Sense of value
- Empowerment to embark on certain activities
- Identifying substitutes
- Contributing to a larger purpose
- Rewards approach
- Reward structure
- Seeding the culture
- The road ahead
- Near-term possibilities
- Gamification aliases
- Gamifying core business processes
- More social, more collaborative
- Making it mobile
- Tapping Big Data
- More failures anticipated
- Long-term possibilities
- Goodbye to the term "gamification
- Engaging with wearable gadgets
- Exploiting big data
- Learning from adjacent worlds
- Changing personas
- Relating to a purpose
- Think and act human
- Summary.
- Notes:
- Includes bibliographical references.
- Description based on online resource; title from PDF title page (ebrary, viewed June 15, 2017).
- ISBN:
- 1-78300-135-6
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