Gaming changes employee behavour
Mark Sumner (ASB) & Vaughan Rivett (Social Biz Guy)
have gamification in their sights
The Auckland Social Media Club packed out the venue to hear from a panel of gamification experts. A variety of people shared stories about using gaming to engage people for marketing, health and education purposes.

With the New Zealand elections being held in just a few weeks, a new game has been launched for young mobile device users. Using swipe Yes/No techniques, young people can learn about political parties. The goal being to educate young people so that they will vote.

This got me thinking about how gamification was a key part of the way business was done when I was at IBM. A simple process of earning badges provided over 440,000 employees with challenges and rewards to help them learn new strategies. The goal was to improve productivity and knowledge sharing.

One thing I have discovered with Time and Attendance solutions is that a number of them have a capability for 'points'. Points can be used to modify employee behaviours. For instance, employees often call in sick on a Friday or Monday, it's often known as a 'long weekend'. This has a direct cost to the business as sick leave entitlement is awarded.

To help address this problem, a gaming system could be put in place where employees are awarded points for being present and not claiming sick leave on a Monday or Friday. A leaderboard could be provided so that the team could see who held the top scores.

With any gaming system, there needs to be some sort of reward. Believe it or not, a leaderboard is often enough. However, other rewards could be offered. If absenteeism is an issue for your workforce, then the financial benefit may mean that a substantial reward could be awarded to top performers. I'm sure that an additional week of paid time off would appeal to most employees.