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Narratives are great ways 
for enterprise 
gamification that is 
balanced, nuanced and 
combined with learning
Games motivate behavior 
• Gamification: achieve better performance through game mechanics 
• Gamification 1.0: leaderboards, badges, points 
• Modern gamification: narrative based & rich graphics
Narratives? A Story? Car Racing at Work? Song 
contests? City building? 
– yes! 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 4
Games are about engaging narratives 
we’re the 1st to do this 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 5
Narratives are not about a gross-over 
simplification of work, objectives, or game rules 
THEY ARE ABOUT A NUANCED VIEW OF WORK 
THEY ALSO ENCOURAGE SKILL BUILDING 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 6
Are my 
employees 
going to car 
race while on 
the phone with 
customers? 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 7
Example: call center gamification 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 8
Most call centers use leaderboard and points 
• Employees collect point which are displayed on leaderboards 
• But leaderboards are double edged swords… 
• Being in the lower percentiles is discouraging 
• The information they give has no context… 
• What if I am doing very well (relatively) for a new employee? 
• What if I don’t know what I’m doing wrong? 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 9
Narrative Based 
Enterprise 
Gamification 
Example 
Meg, our sales rep, checks her 
status on the enterprise 
gamification avatar that is 
connected (with no coding) into 
her enterprise applications 
(learning, crm and more). 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 10
Now with a team-focused 
leaderboard 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 11
How is Meg doing? 
• With 648 points, she is already ahead of her monthly target 
• She isn’t that far behind the leader in her group (“vendor leader”) 
• The leaderboard’s leader is NOT NAMED. 
• Their achievement is used as a benchmark, no more 
• She can see the result achieved by the worldwide leader, and her 
group’s performance benchmark and more. 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 12
Gamification can and should be used to encourage learning, regardless 
of the original context - CRM or customer support. 
In this case, the race narrative gives Meg the opportunity to dig deeper 
into the significance of her results and improve them actively, rather 
than do nothing and stay passive. 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 13
The Pit Stop 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 14
Meg’s gamification console has a pit stop with 
information and activities that are tied to her 
performance. 
She can take a literal break from the race, and see how she can do 
better, re-enforcing a point of view that is about improvement and not 
about letting the less than stellar performance of the past pull her 
back. 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 15
The Pit Stop 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 16
So how is Meg really doing? 
• Five gauges show Meg’s performance on various levels. 
• Her outbound and sales performance are both in the red zone. 
• But her CSAT and AHT – Customer Satisfaction and Average Handle 
Time – are good. 
• She is made aware of her situation so she can improve. 
• A flashing service light indicates she can do something – get more 
training, understand her results, do some simulations and more. 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 17
Meg isn’t driven to competition but to the 
satisfaction of completion! 
The activities page lets her watch reports, for 
insight, or engage in training :such as watching 
presentations, going through simulations, courses, 
going through quizzes and more. 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 18
Narratives are great metaphors that drive 
behavior 
• Song contests and fantasy sports for team based work 
• City building for training and on boarding 
• Baseball, football and more…. 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 19
Cloud Based Enterprise Gamification Platform 
- 
Improve business outcomes 
Using game dynamics to drive mass engagement 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 20 
Performance 
improved 
by 10-15% 
Employee 
engagement 
improved 
by x3
Working across apps | clear calls to action 
No Code Integration 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 21
Subscribe to our blog 
www.gameffective.com/blog 
Free online demo 
Full blog post: using narratives in gamification 
© 2014 GamEffective. all rights reserved to BizEffective. Confidential 22

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Using narratives in enterprise gamification for sales, training, service and more

  • 2. Narratives are great ways for enterprise gamification that is balanced, nuanced and combined with learning
  • 3. Games motivate behavior • Gamification: achieve better performance through game mechanics • Gamification 1.0: leaderboards, badges, points • Modern gamification: narrative based & rich graphics
  • 4. Narratives? A Story? Car Racing at Work? Song contests? City building? – yes! © 2014 GamEffective. all rights reserved to BizEffective. Confidential 4
  • 5. Games are about engaging narratives we’re the 1st to do this © 2014 GamEffective. all rights reserved to BizEffective. Confidential 5
  • 6. Narratives are not about a gross-over simplification of work, objectives, or game rules THEY ARE ABOUT A NUANCED VIEW OF WORK THEY ALSO ENCOURAGE SKILL BUILDING © 2014 GamEffective. all rights reserved to BizEffective. Confidential 6
  • 7. Are my employees going to car race while on the phone with customers? © 2014 GamEffective. all rights reserved to BizEffective. Confidential 7
  • 8. Example: call center gamification © 2014 GamEffective. all rights reserved to BizEffective. Confidential 8
  • 9. Most call centers use leaderboard and points • Employees collect point which are displayed on leaderboards • But leaderboards are double edged swords… • Being in the lower percentiles is discouraging • The information they give has no context… • What if I am doing very well (relatively) for a new employee? • What if I don’t know what I’m doing wrong? © 2014 GamEffective. all rights reserved to BizEffective. Confidential 9
  • 10. Narrative Based Enterprise Gamification Example Meg, our sales rep, checks her status on the enterprise gamification avatar that is connected (with no coding) into her enterprise applications (learning, crm and more). © 2014 GamEffective. all rights reserved to BizEffective. Confidential 10
  • 11. Now with a team-focused leaderboard © 2014 GamEffective. all rights reserved to BizEffective. Confidential 11
  • 12. How is Meg doing? • With 648 points, she is already ahead of her monthly target • She isn’t that far behind the leader in her group (“vendor leader”) • The leaderboard’s leader is NOT NAMED. • Their achievement is used as a benchmark, no more • She can see the result achieved by the worldwide leader, and her group’s performance benchmark and more. © 2014 GamEffective. all rights reserved to BizEffective. Confidential 12
  • 13. Gamification can and should be used to encourage learning, regardless of the original context - CRM or customer support. In this case, the race narrative gives Meg the opportunity to dig deeper into the significance of her results and improve them actively, rather than do nothing and stay passive. © 2014 GamEffective. all rights reserved to BizEffective. Confidential 13
  • 14. The Pit Stop © 2014 GamEffective. all rights reserved to BizEffective. Confidential 14
  • 15. Meg’s gamification console has a pit stop with information and activities that are tied to her performance. She can take a literal break from the race, and see how she can do better, re-enforcing a point of view that is about improvement and not about letting the less than stellar performance of the past pull her back. © 2014 GamEffective. all rights reserved to BizEffective. Confidential 15
  • 16. The Pit Stop © 2014 GamEffective. all rights reserved to BizEffective. Confidential 16
  • 17. So how is Meg really doing? • Five gauges show Meg’s performance on various levels. • Her outbound and sales performance are both in the red zone. • But her CSAT and AHT – Customer Satisfaction and Average Handle Time – are good. • She is made aware of her situation so she can improve. • A flashing service light indicates she can do something – get more training, understand her results, do some simulations and more. © 2014 GamEffective. all rights reserved to BizEffective. Confidential 17
  • 18. Meg isn’t driven to competition but to the satisfaction of completion! The activities page lets her watch reports, for insight, or engage in training :such as watching presentations, going through simulations, courses, going through quizzes and more. © 2014 GamEffective. all rights reserved to BizEffective. Confidential 18
  • 19. Narratives are great metaphors that drive behavior • Song contests and fantasy sports for team based work • City building for training and on boarding • Baseball, football and more…. © 2014 GamEffective. all rights reserved to BizEffective. Confidential 19
  • 20. Cloud Based Enterprise Gamification Platform - Improve business outcomes Using game dynamics to drive mass engagement © 2014 GamEffective. all rights reserved to BizEffective. Confidential 20 Performance improved by 10-15% Employee engagement improved by x3
  • 21. Working across apps | clear calls to action No Code Integration © 2014 GamEffective. all rights reserved to BizEffective. Confidential 21
  • 22. Subscribe to our blog www.gameffective.com/blog Free online demo Full blog post: using narratives in gamification © 2014 GamEffective. all rights reserved to BizEffective. Confidential 22