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•	 Cognizant 20-20 Insights

Boosting User Engagement through
Gamification
To gain competitive advantage through active user engagement,
organizations must leverage gamification mechanics to influence
user behavior and drive results.
Executive Summary
Any organization that has executed a strategic
business initiative – whether implementing a new
system or seeking customer feedback – realizes
that an often missing but critical ingredient for
success is the voluntary and continued engagement of stakeholders. While initial engagement
can be the start of a new customer relationship, continued engagement is key for sustained
business results.
In order to increase engagement, many organizations are turning to gamification techniques,
which provide users with incentives to behave
in desired ways. In simple terms, gamification is
the use of game mechanics to engage audiences,
solve problems and introduce novelty into mundane tasks. Through mechanisms like points,
achievement badges, progress bars, virtual currency and leaderboards, gamification can help
companies improve sales, boost customer loyalty, increase audience engagement, heighten
employee motivation, drive collaboration and
improve business performance.

cognizant 20-20 insights | november 2013

As an industry, gamification is in a nascent stage
today but is growing in popularity, especially with
the proliferation of social media, the consumerization of technology and the influx of millennials in the workforce. As workforce attitudes
and expectations shift, companies are looking to
gamification as a means to increase user engagement and motivation to drive improved business
performance. Furthermore, technologies such as
social media, mobility, analytics and cloud-based
services (or the SMAC Stack™) are also helping to
push gamification into the mainstream.
This white paper explores the nuances and
drivers of gamification, the critical success
factors for implementing gamification and the
ways gamification can be leveraged to provide a
differentiated end-user experience.

Gamification Defined
Gamification is the use of game design techniques,
styles and mechanics in nongame contexts and
activities, with the objective of engaging users,
solving problems and driving desired behaviors
that help the company reach a business goal,
whether it is cutting costs, increasing performance, improving customer satisfaction or devising innovative solutions.1, 2 By making technology
interactive, gamificaGamification is the morecan also enliven muntion
process of using dane,
business-as-usual
game dynamics to activities, including completengage audiences ing feedback surveys, undergoing training, learning and
and solve problems. collaborating.

times and real-time feedback.3 Gamification leverages the information derived through real-time
feedback and uses those insights to reinforce
desired behavior.
For instance, gamification speeds up positive feedback loops between managers and
direct reports. Associates can obtain immediate
feedback from managers rather than waiting for
year-end or quarterly reviews. Real-time feedback
also enables valuable customer opinions to be
obtained to accelerate marketing launch cycles.

For instance, training can be gamified by incorporating difficulty levels to encourage learning
completion. Fast-track learners can be rewarded
with public recognition or other awards, and they
can also be encouraged to train other members
to gain additional awards. Similarly, customers
can be encouraged to provide feedback or make
repeat visits through the provision of goodies or
promotional offers.

Applying Gamification
Industry analysts predict rapid adoption of
gamification. By 2014, more than 70% of Global
2000 organizations will have at least one
gamified application, according to Gartner, Inc.,
and 25% of day-to-day business processes will
use aspects of gamification.4
According to Gabe Zichermann, founder and CEO
of Gamification Co., over 350 companies have
launched major gamification
projects, including consumer By 2014, more
brands like MLB, Adobe, NBC,
than 70% of
Walgreens, Ford, Southwest,
eBay, Panera and Threadless, Global 2000
as well as B2B companies like organizations
Oracle, SAP, Jive, Cisco, Pearwill have at least
son and Salesforce. For these
companies, he says, “gami- one gamified
fication has emerged as a application,
key element in their consumaccording to
erization of the enterprise
strategy.” Further, he says, in Gartner, Inc., and
2012 to 2013 alone, consulting 25% of day-to-day
behemoths Deloitte, Accenbusiness processes
ture, NTTData and Capgemini
began practices targeting will use aspects of
gamification of Fortune 500 gamification.
companies.5 This affirms
the growing adoption of gamification by organizations across the world to help solve problems.

Organizations typically deploy gamification for
the following reasons:

•	 Ensure program success by driving organizational behavior change.

•	 Motivate audiences to voluntarily participate
in mundane tasks.

•	 Increase participation in work-related training
and development programs.

•	

Encourage performance and innovation.

•	

Enhance customer loyalty and employee retention.

•	

Obtain valuable customer feedback.

In today’s real-time and always-connected world,
our reaction times and attention spans have contracted. Most people have grown accustomed to
ready access to information, sub-second response

Gamification of the Contact Center
Resolutions

Quick
Resolutions

Happy Customers

Score

Employee 1

20

11

8

93

Employee 2

15

5

9

75

Employee 3

11

5

7

61

Leaderboard

Source: Cognizant Technology Solutions
Figure 1

cognizant 20-20 insights

2
Today, specific process areas or functions are
leveraging gamification techniques to meet their
objectives. For instance, conAn emerging use tact centers and customer
are
of gamification service organizations drive
using leaderboards to
is to drive performance among contact
competitiveness center agents or devising
through the racing games to increase
the number of closed tickcreation of ets per agent. These gamiprofit centers. fication solutions reward
agents who meet their targets and display the results on a publicly visible
leaderboard (see Figure 1, previous page). In this
example, “Resolutions” indicate the total number
of resolved tickets; “Quick Resolutions” indicate
the number of tickets closed within the target service level agreement or goal; and “Happy Customers” indicates the number of tickets that received
positive customer feedback. The goal is to drive
faster business results by motivating contact center agents to perform better through public recognition of their achievements, ultimately leading
to greater customer satisfaction.
Another high-impact application for gamification is an IT transformation initiative whose
success depends on effective organizational
change. Because such initiatives involve process change or technology enhancements, they
require a significant effort to change user behavior. An example is a program involving a migration
from Lotus Notes to Exchange. Gamified training could be launched to help users undergo a
demonstration of the new e-mail platform and
take different levels of challenges to learn and
adopt its new features. Fast learners can be
rewarded and encouraged to help other users get
equipped, as well.

Three Levels of Value Generation
We see gamification being applied to meet three
primary objectives:

•	

•	

Cost optimization: Gaining a cost advantage is
a primary driver for gamification. For instance,
a leading hospitality company has used
gamified online learning courses to reduce
training and development costs. Organizations
can also gamify health and wellness campaigns
to control employee healthcare costs.
Influencing emotion: The next level of engagement is the emotional or personal aspect.

cognizant 20-20 insights

The services industry relies heavily on the
responsiveness of people and the relationships
they form. This aspect is well exploited by
the media and entertainment industry, which
generates simultaneous/instantaneous feedback loops to drive sales and boost customer
morale. This can also be seen in organizations
that use employee feedback and reviews to
boost morale in the form of public recognition,
rewards, points, etc.

•	

Innovation: An emerging use of gamification is
to drive competitiveness through the creation
of profit centers. For instance, a leading technology and consulting company has developed
a game-based business performance management simulator that has spawned several B2B
products and has become the company’s top
lead generator.6

Getting Gamification Right
There are as many ways to approach gamification
as there are ways to get it wrong. In fact, according to Gartner, 80% of gamified applications
will fail to meet business objectives due to poor
design.7
A common design mistake is failing to build in
drivers that sustain user interest in the gamified
application. For instance, the launch of a gamified CRM platform designed
to help generate leads can Gamification can
continue to do so only if the
inspire a sudden
feedback is measured and
conveyed to the audience spike in user
so they realize the conse- interest with
quences of their actions and
even the most
behave in a desired manner.
Gamification can inspire a rudimentary
sudden spike in user interest game elements;
and drive immediate results
however, if the
with even the most rudimentary game elements, such as audience does not
points, badges and leader- realize value in
boards; however, if the audithe long term, the
ence does not realize value
in the long term, the engage- engagement begins
ment begins to break down. to break down.
Another risk is unintended consequences.
Because individuals are motivated in different ways and at different levels, gamification
can introduce undesirable user behavior that
does not align with business goals. For example,
while the public recognition provided through

3
leaderboards might motivate one individual, it
may not appeal to others who dislike too much
attention. Organizations need to be aware of individual motivations when determining reward systems of a game.

in mundane or traditional
processes; it also needs to
add a fun element to these
processes. For instance,
while typical gamification components include
badges, levels, challenges
and players, these can be
substituted with rewards,
achievements,
ranks,
tests, avatars and any
other element that would
attract the audience and
match its motivation level.

Feedback is another area in which basic
user experience guidelines need to be established. Generally, feedback needs to be
balanced, well-timed and continual. Too much
feedback can be frustrating to users and may
prove futile, while too little feedback can result in
dwindling user interest.
To ensure desired results, four key design
elements should be included in any gamification
platform (see Figure 2):

•	

•	

•	

Objective: Pursuing a gamification initiative
without a stated objective is a prescription
for failure, as these applications are intended
to address a business problem. A question
that can help define the business objective is,
“What is missing in current behaviors?”
Target audience: Identifying and defining
the target audience is also very important.
Keeping this audience in mind is critical to
incorporating the most effective nuances
in the gamification platform for continuous
audience engagement.
Innovation: Gamification is not only about
creating and implementing gaming mechanics

•	

Justification: Finally, users need a compelling reason to begin engaging with the gamification element and continue to do so over
time. Without user participation, the intended
outcomes will not be realized.

Other activities – such as benchmarking current
performance, quantifying results and being prepared to modify or revisit the original assumptions and rules – are all indispensable for gamification success. The gamification idea needs to be
thought through for long-term results, and tradeoffs need to be made between the difficulty level
and simplicity of the gamification mechanics.

The Way Forward
Implementing gamification mechanics extends
beyond rewards and badges. Organizations
need to apply their gamification efforts toward

Four Key Gamification Tenets

Objective

Justification

Gamification
Tenets

Innovation

Source: Cognizant Technology Solutions

Figure 2

cognizant 20-20 insights

The gamification
idea needs to be
thought through
for long-term
results, and
trade-offs need to
be made between
the difficulty level
and simplicity of
the gamification
mechanics.

4

Target
Audience
achieving a business goal that requires voluntary
audience participation and engagement to yield
results. Furthermore, they need to take a holistic
view of adding a fun element to otherwise mundane activities. Rather than look for immediate
benefits, companies should aim for long-term,
sustainable results.
Secondly, the behavioral changes that gamification inspires cannot be superficial. These
initiatives require a mindset change and a culture shift across the organization, which requires
enterprise-level commitment. Particularly when
gamification is combined with technologies
such as the SMAC Stack, it is bound to disrupt
traditional operations.
Third, gamification needs to be designed and
thought through, from inception to implementation. The audience needs a compelling reason
to keep coming back and stay engaged on a continual basis, or gamification might fail to achieve
its desired results.

Finally, as long as gamification drives the desired
sustainable behavior, it will
fulfill its untapped potential
to provide a differentiated
end-user experience.

Organizations
must remember
that using
gamification to
drive sustainable
behavior
changes is not a
short-term goal.

With emerging solutions like
the SMAC Stack transforming business, IT organizations should look for packaging gamification mechanics as an integrated
solution for faster cloud-based model adoption
and sustained engagement. To continuously
provide a unique, customized experience to
employees or customers, organizations need
to be on a constant look-out for gamification
dynamics affecting their industry and evaluate
how they can use gamification to better innovate,
better connect and better empower users.

Footnotes
	 “12 Startling Gamification Stats,” Ryan Jenkins blog, http://ryan-jenkins.com/2013/03/04/12-startlinggamification-stats/.

1

	 Peter Wannemacher, “Read This Blog, Win a Prize,” Forrester Research, Inc. blog, May 31, 2012,
http://blogs.forrester.com/peter_wannemacher/12-05-31-read_this_blog_win_a_prize.

2

	Michael Hugos, Enterprise Games: Using Game Mechanics to Build a Better Business, CreateSpace
Independent Publishing Platform, July 17, 2013.

3

4

	 “Gartner Predicts Over 70% of Global 2000 Organizations Will Have at Least One Gamified
Application by 2014,” Gartner, Inc., Nov. 9, 2011, http://www.gartner.com/newsroom/id/1844115.

	 Bryant Nielson, “Measuring the Effectiveness of Gamification,” Your Training Edge, June 13, 2013,
http://www.yourtrainingedge.com/measuring-the-effectiveness-of-gamification/#more-1494.

5

	 Gabe Zichermann, ”Beyond the Hype: Five Ways that Big Companies Are Using Gamification,” GigaOm,
Jan. 27, 2013, http://gigaom.com/2013/01/27/beyond-the-hype-5-ways-that-big-companies-are-usinggamification/.

6

	 “Gartner Says by 2014, 80% of Current Gamified Applications Will Fail to Meet Business Objectives
Primarily Due to Poor Design,” Gartner, Inc., Nov. 27, 2012, http://www.gartner.com/newsroom/
id/2251015.

7

cognizant 20-20 insights

5
References

•	
•	
•	
•	

Jarod Greene, “Engaging Your IT Service Desk With Gamification,” Gartner, Inc., Nov. 3, 2011.

•	

Nitesh Ambuj, Shahnawaz Khan, “Enterprise Gamification,” Happiest Minds, Social Computing
Practice, April 2012, http://www.happiestminds.com/sites/default/files/Enterprise-Gamification.pdf

•	
•	
•	

Gamification.Co Web site, http://www.gamification.co/gabe-zichermann/.

Brian Burke, “Gamification 2020: What Is the Future of Gamification?” Gartner, Inc., Nov. 5, 2012.
Jarod Greene, “The Implications of Gamification on IT Operations,” Gartner, Inc., Aug. 7, 2012.
Bill Chamberlin, “Gamification: A 2013 Horizon Watching Trend Report,” Horizon Watching, March 22,
2013, http://ww.billchamberlin.com/2013/03/.

Badgeville Web site, www.badgeville.com/.
Melissa Jun Rowley, “A Gamified Cloud in 2013,” Cisco, Jan. 7, 2013, http://newsroom.cisco.com/
feature-content?articleId=1122331&type=webcontent.

•	

“Gamification,” HP Technology at Work, October 2012, http://h30458.www3.hp.com/ww/en/
ent/1243793.html/title/gamification—buzzword-or-the-next-big-thing-.

•	

“Enterprise Gamification: Beyond the Badges (and the Hype),” Kwench, May 20, 2013, http://blog.
kwench.in/2013/05/20/enterprise-gamification-beyond-the-badges-and-the-hype/.

•	

“Global Gamification Market 2012-2016,” Technavio, Nov. 26, 2012, http://www.technavio.com/
content/global-gamification-market-2012-2016.

•	

Kris Duggan, “2013: The Year of Gamification,” Business News Daily, Jan. 15, 2013, http://www.
businessnewsdaily.com/3762-2013-year-of-gamification.html.

About the Author
Litisa Senapati is a Senior Consultant in the technology office within Cognizant’s IT IS Practice,
helping customers recognize tangible benefits by implementing transformation themes and initiatives. Her areas of expertise include infrastructure consulting and IT strategy. Litisa has eight years in
various IT functions, including operations, consulting and architecting solutions, and holds a postgraduate diploma in business management and a bachelor’s degree in engineering from Birla Institute
of Technology. She can be reached at Litisa.Senapati@cognizant.com.

About Cognizant
Cognizant (NASDAQ: CTSH) is a leading provider of information technology, consulting, and business process
outsourcing services, dedicated to helping the world’s leading companies build stronger businesses. Headquartered
in Teaneck, New Jersey (U.S.), Cognizant combines a passion for client satisfaction, technology innovation, deep
industry and business process expertise, and a global, collaborative workforce that embodies the future of work.
With over 50 delivery centers worldwide and approximately 164,300 employees as of June 30, 2013, Cognizant is a
member of the NASDAQ-100, the S&P 500, the Forbes Global 2000, and the Fortune 500 and is ranked among the
top performing and fastest growing companies in the world.
Visit us online at www.cognizant.com for more information.

World Headquarters

European Headquarters

India Operations Headquarters

500 Frank W. Burr Blvd.
Teaneck, NJ 07666 USA
Phone: +1 201 801 0233
Fax: +1 201 801 0243
Toll Free: +1 888 937 3277
Email: inquiry@cognizant.com

1 Kingdom Street
Paddington Central
London W2 6BD
Phone: +44 (0) 207 297 7600
Fax: +44 (0) 207 121 0102
Email: infouk@cognizant.com

#5/535, Old Mahabalipuram Road
Okkiyam Pettai, Thoraipakkam
Chennai, 600 096 India
Phone: +91 (0) 44 4209 6000
Fax: +91 (0) 44 4209 6060
Email: inquiryindia@cognizant.com

©
­­ Copyright 2013, Cognizant. All rights reserved. No part of this document may be reproduced, stored in a retrieval system, transmitted in any form or by any
means, electronic, mechanical, photocopying, recording, or otherwise, without the express written permission from Cognizant. The information contained herein is
subject to change without notice. All other trademarks mentioned herein are the property of their respective owners.

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Boosting User Engagement through Gamification

  • 1. • Cognizant 20-20 Insights Boosting User Engagement through Gamification To gain competitive advantage through active user engagement, organizations must leverage gamification mechanics to influence user behavior and drive results. Executive Summary Any organization that has executed a strategic business initiative – whether implementing a new system or seeking customer feedback – realizes that an often missing but critical ingredient for success is the voluntary and continued engagement of stakeholders. While initial engagement can be the start of a new customer relationship, continued engagement is key for sustained business results. In order to increase engagement, many organizations are turning to gamification techniques, which provide users with incentives to behave in desired ways. In simple terms, gamification is the use of game mechanics to engage audiences, solve problems and introduce novelty into mundane tasks. Through mechanisms like points, achievement badges, progress bars, virtual currency and leaderboards, gamification can help companies improve sales, boost customer loyalty, increase audience engagement, heighten employee motivation, drive collaboration and improve business performance. cognizant 20-20 insights | november 2013 As an industry, gamification is in a nascent stage today but is growing in popularity, especially with the proliferation of social media, the consumerization of technology and the influx of millennials in the workforce. As workforce attitudes and expectations shift, companies are looking to gamification as a means to increase user engagement and motivation to drive improved business performance. Furthermore, technologies such as social media, mobility, analytics and cloud-based services (or the SMAC Stack™) are also helping to push gamification into the mainstream. This white paper explores the nuances and drivers of gamification, the critical success factors for implementing gamification and the ways gamification can be leveraged to provide a differentiated end-user experience. Gamification Defined Gamification is the use of game design techniques, styles and mechanics in nongame contexts and activities, with the objective of engaging users, solving problems and driving desired behaviors
  • 2. that help the company reach a business goal, whether it is cutting costs, increasing performance, improving customer satisfaction or devising innovative solutions.1, 2 By making technology interactive, gamificaGamification is the morecan also enliven muntion process of using dane, business-as-usual game dynamics to activities, including completengage audiences ing feedback surveys, undergoing training, learning and and solve problems. collaborating. times and real-time feedback.3 Gamification leverages the information derived through real-time feedback and uses those insights to reinforce desired behavior. For instance, gamification speeds up positive feedback loops between managers and direct reports. Associates can obtain immediate feedback from managers rather than waiting for year-end or quarterly reviews. Real-time feedback also enables valuable customer opinions to be obtained to accelerate marketing launch cycles. For instance, training can be gamified by incorporating difficulty levels to encourage learning completion. Fast-track learners can be rewarded with public recognition or other awards, and they can also be encouraged to train other members to gain additional awards. Similarly, customers can be encouraged to provide feedback or make repeat visits through the provision of goodies or promotional offers. Applying Gamification Industry analysts predict rapid adoption of gamification. By 2014, more than 70% of Global 2000 organizations will have at least one gamified application, according to Gartner, Inc., and 25% of day-to-day business processes will use aspects of gamification.4 According to Gabe Zichermann, founder and CEO of Gamification Co., over 350 companies have launched major gamification projects, including consumer By 2014, more brands like MLB, Adobe, NBC, than 70% of Walgreens, Ford, Southwest, eBay, Panera and Threadless, Global 2000 as well as B2B companies like organizations Oracle, SAP, Jive, Cisco, Pearwill have at least son and Salesforce. For these companies, he says, “gami- one gamified fication has emerged as a application, key element in their consumaccording to erization of the enterprise strategy.” Further, he says, in Gartner, Inc., and 2012 to 2013 alone, consulting 25% of day-to-day behemoths Deloitte, Accenbusiness processes ture, NTTData and Capgemini began practices targeting will use aspects of gamification of Fortune 500 gamification. companies.5 This affirms the growing adoption of gamification by organizations across the world to help solve problems. Organizations typically deploy gamification for the following reasons: • Ensure program success by driving organizational behavior change. • Motivate audiences to voluntarily participate in mundane tasks. • Increase participation in work-related training and development programs. • Encourage performance and innovation. • Enhance customer loyalty and employee retention. • Obtain valuable customer feedback. In today’s real-time and always-connected world, our reaction times and attention spans have contracted. Most people have grown accustomed to ready access to information, sub-second response Gamification of the Contact Center Resolutions Quick Resolutions Happy Customers Score Employee 1 20 11 8 93 Employee 2 15 5 9 75 Employee 3 11 5 7 61 Leaderboard Source: Cognizant Technology Solutions Figure 1 cognizant 20-20 insights 2
  • 3. Today, specific process areas or functions are leveraging gamification techniques to meet their objectives. For instance, conAn emerging use tact centers and customer are of gamification service organizations drive using leaderboards to is to drive performance among contact competitiveness center agents or devising through the racing games to increase the number of closed tickcreation of ets per agent. These gamiprofit centers. fication solutions reward agents who meet their targets and display the results on a publicly visible leaderboard (see Figure 1, previous page). In this example, “Resolutions” indicate the total number of resolved tickets; “Quick Resolutions” indicate the number of tickets closed within the target service level agreement or goal; and “Happy Customers” indicates the number of tickets that received positive customer feedback. The goal is to drive faster business results by motivating contact center agents to perform better through public recognition of their achievements, ultimately leading to greater customer satisfaction. Another high-impact application for gamification is an IT transformation initiative whose success depends on effective organizational change. Because such initiatives involve process change or technology enhancements, they require a significant effort to change user behavior. An example is a program involving a migration from Lotus Notes to Exchange. Gamified training could be launched to help users undergo a demonstration of the new e-mail platform and take different levels of challenges to learn and adopt its new features. Fast learners can be rewarded and encouraged to help other users get equipped, as well. Three Levels of Value Generation We see gamification being applied to meet three primary objectives: • • Cost optimization: Gaining a cost advantage is a primary driver for gamification. For instance, a leading hospitality company has used gamified online learning courses to reduce training and development costs. Organizations can also gamify health and wellness campaigns to control employee healthcare costs. Influencing emotion: The next level of engagement is the emotional or personal aspect. cognizant 20-20 insights The services industry relies heavily on the responsiveness of people and the relationships they form. This aspect is well exploited by the media and entertainment industry, which generates simultaneous/instantaneous feedback loops to drive sales and boost customer morale. This can also be seen in organizations that use employee feedback and reviews to boost morale in the form of public recognition, rewards, points, etc. • Innovation: An emerging use of gamification is to drive competitiveness through the creation of profit centers. For instance, a leading technology and consulting company has developed a game-based business performance management simulator that has spawned several B2B products and has become the company’s top lead generator.6 Getting Gamification Right There are as many ways to approach gamification as there are ways to get it wrong. In fact, according to Gartner, 80% of gamified applications will fail to meet business objectives due to poor design.7 A common design mistake is failing to build in drivers that sustain user interest in the gamified application. For instance, the launch of a gamified CRM platform designed to help generate leads can Gamification can continue to do so only if the inspire a sudden feedback is measured and conveyed to the audience spike in user so they realize the conse- interest with quences of their actions and even the most behave in a desired manner. Gamification can inspire a rudimentary sudden spike in user interest game elements; and drive immediate results however, if the with even the most rudimentary game elements, such as audience does not points, badges and leader- realize value in boards; however, if the audithe long term, the ence does not realize value in the long term, the engage- engagement begins ment begins to break down. to break down. Another risk is unintended consequences. Because individuals are motivated in different ways and at different levels, gamification can introduce undesirable user behavior that does not align with business goals. For example, while the public recognition provided through 3
  • 4. leaderboards might motivate one individual, it may not appeal to others who dislike too much attention. Organizations need to be aware of individual motivations when determining reward systems of a game. in mundane or traditional processes; it also needs to add a fun element to these processes. For instance, while typical gamification components include badges, levels, challenges and players, these can be substituted with rewards, achievements, ranks, tests, avatars and any other element that would attract the audience and match its motivation level. Feedback is another area in which basic user experience guidelines need to be established. Generally, feedback needs to be balanced, well-timed and continual. Too much feedback can be frustrating to users and may prove futile, while too little feedback can result in dwindling user interest. To ensure desired results, four key design elements should be included in any gamification platform (see Figure 2): • • • Objective: Pursuing a gamification initiative without a stated objective is a prescription for failure, as these applications are intended to address a business problem. A question that can help define the business objective is, “What is missing in current behaviors?” Target audience: Identifying and defining the target audience is also very important. Keeping this audience in mind is critical to incorporating the most effective nuances in the gamification platform for continuous audience engagement. Innovation: Gamification is not only about creating and implementing gaming mechanics • Justification: Finally, users need a compelling reason to begin engaging with the gamification element and continue to do so over time. Without user participation, the intended outcomes will not be realized. Other activities – such as benchmarking current performance, quantifying results and being prepared to modify or revisit the original assumptions and rules – are all indispensable for gamification success. The gamification idea needs to be thought through for long-term results, and tradeoffs need to be made between the difficulty level and simplicity of the gamification mechanics. The Way Forward Implementing gamification mechanics extends beyond rewards and badges. Organizations need to apply their gamification efforts toward Four Key Gamification Tenets Objective Justification Gamification Tenets Innovation Source: Cognizant Technology Solutions Figure 2 cognizant 20-20 insights The gamification idea needs to be thought through for long-term results, and trade-offs need to be made between the difficulty level and simplicity of the gamification mechanics. 4 Target Audience
  • 5. achieving a business goal that requires voluntary audience participation and engagement to yield results. Furthermore, they need to take a holistic view of adding a fun element to otherwise mundane activities. Rather than look for immediate benefits, companies should aim for long-term, sustainable results. Secondly, the behavioral changes that gamification inspires cannot be superficial. These initiatives require a mindset change and a culture shift across the organization, which requires enterprise-level commitment. Particularly when gamification is combined with technologies such as the SMAC Stack, it is bound to disrupt traditional operations. Third, gamification needs to be designed and thought through, from inception to implementation. The audience needs a compelling reason to keep coming back and stay engaged on a continual basis, or gamification might fail to achieve its desired results. Finally, as long as gamification drives the desired sustainable behavior, it will fulfill its untapped potential to provide a differentiated end-user experience. Organizations must remember that using gamification to drive sustainable behavior changes is not a short-term goal. With emerging solutions like the SMAC Stack transforming business, IT organizations should look for packaging gamification mechanics as an integrated solution for faster cloud-based model adoption and sustained engagement. To continuously provide a unique, customized experience to employees or customers, organizations need to be on a constant look-out for gamification dynamics affecting their industry and evaluate how they can use gamification to better innovate, better connect and better empower users. Footnotes “12 Startling Gamification Stats,” Ryan Jenkins blog, http://ryan-jenkins.com/2013/03/04/12-startlinggamification-stats/. 1 Peter Wannemacher, “Read This Blog, Win a Prize,” Forrester Research, Inc. blog, May 31, 2012, http://blogs.forrester.com/peter_wannemacher/12-05-31-read_this_blog_win_a_prize. 2 Michael Hugos, Enterprise Games: Using Game Mechanics to Build a Better Business, CreateSpace Independent Publishing Platform, July 17, 2013. 3 4 “Gartner Predicts Over 70% of Global 2000 Organizations Will Have at Least One Gamified Application by 2014,” Gartner, Inc., Nov. 9, 2011, http://www.gartner.com/newsroom/id/1844115. Bryant Nielson, “Measuring the Effectiveness of Gamification,” Your Training Edge, June 13, 2013, http://www.yourtrainingedge.com/measuring-the-effectiveness-of-gamification/#more-1494. 5 Gabe Zichermann, ”Beyond the Hype: Five Ways that Big Companies Are Using Gamification,” GigaOm, Jan. 27, 2013, http://gigaom.com/2013/01/27/beyond-the-hype-5-ways-that-big-companies-are-usinggamification/. 6 “Gartner Says by 2014, 80% of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design,” Gartner, Inc., Nov. 27, 2012, http://www.gartner.com/newsroom/ id/2251015. 7 cognizant 20-20 insights 5
  • 6. References • • • • Jarod Greene, “Engaging Your IT Service Desk With Gamification,” Gartner, Inc., Nov. 3, 2011. • Nitesh Ambuj, Shahnawaz Khan, “Enterprise Gamification,” Happiest Minds, Social Computing Practice, April 2012, http://www.happiestminds.com/sites/default/files/Enterprise-Gamification.pdf • • • Gamification.Co Web site, http://www.gamification.co/gabe-zichermann/. Brian Burke, “Gamification 2020: What Is the Future of Gamification?” Gartner, Inc., Nov. 5, 2012. Jarod Greene, “The Implications of Gamification on IT Operations,” Gartner, Inc., Aug. 7, 2012. Bill Chamberlin, “Gamification: A 2013 Horizon Watching Trend Report,” Horizon Watching, March 22, 2013, http://ww.billchamberlin.com/2013/03/. Badgeville Web site, www.badgeville.com/. Melissa Jun Rowley, “A Gamified Cloud in 2013,” Cisco, Jan. 7, 2013, http://newsroom.cisco.com/ feature-content?articleId=1122331&type=webcontent. • “Gamification,” HP Technology at Work, October 2012, http://h30458.www3.hp.com/ww/en/ ent/1243793.html/title/gamification—buzzword-or-the-next-big-thing-. • “Enterprise Gamification: Beyond the Badges (and the Hype),” Kwench, May 20, 2013, http://blog. kwench.in/2013/05/20/enterprise-gamification-beyond-the-badges-and-the-hype/. • “Global Gamification Market 2012-2016,” Technavio, Nov. 26, 2012, http://www.technavio.com/ content/global-gamification-market-2012-2016. • Kris Duggan, “2013: The Year of Gamification,” Business News Daily, Jan. 15, 2013, http://www. businessnewsdaily.com/3762-2013-year-of-gamification.html. About the Author Litisa Senapati is a Senior Consultant in the technology office within Cognizant’s IT IS Practice, helping customers recognize tangible benefits by implementing transformation themes and initiatives. Her areas of expertise include infrastructure consulting and IT strategy. Litisa has eight years in various IT functions, including operations, consulting and architecting solutions, and holds a postgraduate diploma in business management and a bachelor’s degree in engineering from Birla Institute of Technology. She can be reached at Litisa.Senapati@cognizant.com. About Cognizant Cognizant (NASDAQ: CTSH) is a leading provider of information technology, consulting, and business process outsourcing services, dedicated to helping the world’s leading companies build stronger businesses. Headquartered in Teaneck, New Jersey (U.S.), Cognizant combines a passion for client satisfaction, technology innovation, deep industry and business process expertise, and a global, collaborative workforce that embodies the future of work. With over 50 delivery centers worldwide and approximately 164,300 employees as of June 30, 2013, Cognizant is a member of the NASDAQ-100, the S&P 500, the Forbes Global 2000, and the Fortune 500 and is ranked among the top performing and fastest growing companies in the world. Visit us online at www.cognizant.com for more information. World Headquarters European Headquarters India Operations Headquarters 500 Frank W. Burr Blvd. Teaneck, NJ 07666 USA Phone: +1 201 801 0233 Fax: +1 201 801 0243 Toll Free: +1 888 937 3277 Email: inquiry@cognizant.com 1 Kingdom Street Paddington Central London W2 6BD Phone: +44 (0) 207 297 7600 Fax: +44 (0) 207 121 0102 Email: infouk@cognizant.com #5/535, Old Mahabalipuram Road Okkiyam Pettai, Thoraipakkam Chennai, 600 096 India Phone: +91 (0) 44 4209 6000 Fax: +91 (0) 44 4209 6060 Email: inquiryindia@cognizant.com © ­­ Copyright 2013, Cognizant. All rights reserved. No part of this document may be reproduced, stored in a retrieval system, transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the express written permission from Cognizant. The information contained herein is subject to change without notice. All other trademarks mentioned herein are the property of their respective owners.