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Gamification in HR and Learning
Dr. Karl M. Kapp
Twitter:@kkapp
By Karl M. Kapp
Bloomsburg University
Gamification of Learning &Instruction 
BLOG: http://karlkapp.com/kapp‐notes/
Keep up with my blog at 
http://karlkapp.com/kapp‐notes/
• What type of results can be expected from games 
and gamification?
• What elements of games and gamification lead to 
success?
• What tools are used to create games and 
gamification results?
• What are the “Lessons Learned” from the five case 
studies?
Agenda
Elements
• Repetition
• Distributed Practice
• Story/Narrative
• Characters
• Socialization
• Clearly Defined Rules
• Points, Badges and Leaderboards
• Reduce Inventory Shrinkage
• Reduce Safety Incidents 
Case 1: Retail Environment
Agenda
• Five Bottom Line Case Studies
– Retail
– Marketing Product
– On Boarding
• Quick Engagement Case Studies
• Lessons Learned
Pep Boys has over 700 stores in 35 states and 
Puerto Rico; those stores have more than 7,000 
service bays. Does over $2 billion dollars of 
business a year by focusing on meeting the needs 
of the do‐it‐yourself crowd as well as people who 
come in for routine and emergency services and 
sales to professional garages. 
Pep Boys wanted to solve two problems—Reduce 
Inventory Shrinkage and Reduce Safety Incidences. 
VENDOR
http://www.axonify.com/
Associates received daily reinforcement of the monthly 
safety and loss prevention training.
In a quiz‐type game, associates answer quick, targeted 
questions related to risk, loss prevention, safety, and 
operational policies and procedures—standard questions in 
these areas. 
If they answered correctly, they played a slot‐machine game titled 
“Quiz to Win” for a chance to win cash prizes
If answered incorrectly, the system immediately presented a 
short training piece designed to specifically address the topic 
covered in the initial question. Questions repeated at various 
intervals until the associate demonstrated mastery of the 
topic. 
The entire process takes 30‐90 seconds each day and 
associates do it either at the beginning of a shift or during 
downtime throughout the day.
Business Results
• Voluntary participation rate of over 95 %. 
• Safety incidents and claim counts reduced by more than 45% 
with an increase in the number of stores and employees. 
• Reduction in shrinkage has been at a level of 55 %.
• In the case of internal loss, each time a burst of content related 
to employee theft is pushed out, they see at least a 60% 
increase in their “Integrity Pays” hotline calls, resulting in a 
direct reduction in inventory loss.
References
• The Gamification of Retail Safety and Loss 
Prevention Training
– http://www.learningsolutionsmag.com/articles/1206/the‐
gamification‐of‐retail‐safety‐and‐loss‐prevention‐training
References
• Gamifying Activity Logging and Opportunity 
Management
– http://www.slideshare.net/leveleleven/lawley‐pipeline‐and‐actvty‐
log‐contest‐presentation
• Top 3 Mistakes in Sales Gamification
– http://www.slideshare.net/leveleleven/lawley‐pipeline‐and‐actvty‐
log‐contest‐presentation
• Increase Engagement with Content
• Motivate Busy Leaders to Learn about Leadership
Case 2: Leadership
Deloitte Leadership Academy is an innovative digital 
executive training program for more than 50,000 executives 
at more than 150 companies worldwide. DLA delivers 
lessons and insights from business schools and global 
leaders such as Harvard Business Publishing, Stanford and 
the International Institute for Management Development 
(IMD). 
Deloitte faced an obvious challenge. How do they get 
executives to take valuable time of out of their busy 
schedules to actually sit down and fully engage with 
Deloitte’s content? 
VENDOR
http://badgeville.com/
Results
• Increased user retention across the program.
• 46.6% of users returned daily
• 36.3 % of users returned weekly
• Active user engagement and adoptions
• Average of 3 achievements unlocked per active user
• Top users have earned as many as 30 achievements
• Within 6 months, a user unlocked the Leadership Academy 
Graduate achievement, a milestone that was expected to 
take 12 months for the average user.
• Users have also commented that the experience has become 
“addictive” inspiring friendly competition between peers and 
spurring more people to complete their learning plans.
• “Daily Challenge”
– New challenge each day in email
– Earn points
– Progress through levels
Case 3: Health and Wellness
Blue Shield of California, an independent member 
of the Blue Shield Association, is a not‐for‐profit 
health plan dedicated to providing Californians 
with access to high‐quality health care at an 
affordable price.
Wanted to serve as a model of how an 
organization can successfully implement a 
wellness program that benefits employees and 
the organization.
Daily program focusing on physical, mental and 
emotional health using gamification techniques.
Gamification is part of an over all effort that has resulted in…
80% of Blue Shield Employees participate in at least one wellness 
program.
The incidence of hypertension has fallen by two‐thirds.
Disability claims are down.
50% drop in smoking prevalence and a similar increase in regular 
physical activity among employees
Health Results
Business Results
Wellness program participants are paying $3 million a year less in their share of 
insurance premiums.
The company benefited by cutting annual health cost growth for its employees from 
double to single digits.
Blue Shield expects a 3:1 ROI for its wellness program‐and gets it.
The company has seen its annual medical and lost‐productivity costs drop by $5 million.
References
• The Gamification of Wellness
– http://www.hfma.org/Content.aspx?id=14030
• Pharmville: Applying Gamification to 
Healthcare
– http://3blmedia.com/blog/Hale‐Advisors/Health/Pharmville‐Applying‐
Gamification‐Healthcare
• Gamification Boosts Employee Health 
Behavior, Blue Shield Argues
– http://www.informationweek.com/healthcare/patient/gamification‐
boosts‐employee‐health‐beha/232900572
Try it yourself:
Meyouhealth.com
• Make an already successful training and certification 
program even better with increased usage, better 
utilization of existing resources, and by encouraging 
informal and formal learning.
Case 4: Professional Performance 
Program (p2p)
Ford of Canada employs over 23,000 individuals in the fields of finance, 
sales and marketing, information technology, manufacturing and 
engineering, and human resources. This diverse workforce is 
responsible for the manufacturing and assembly operations that bring 
320,000 vehicles and 425,000 engines to market. 
Ford introduced a program themed around professional motor racing 
that motivates sales and service representatives to learn more by 
browsing the p2p portal, watching informational videos, downloading 
and consuming the latest product information, and taking web courses. 
VENDOR
http://www.bunchball.com/
Participants earn RPMs (points) and Gear Up (level up), work toward 
individual goals, earn badges that are visible in a trophy case, compete with 
their peers on leaderboards, work together to accomplish team goals, 
compete against other dealerships, and receive real‐time feedback as they 
engage in desired behavior.
Site Results
Received a 417% increase in site usage vs. the same period the previous year
Within the first three months of the program the site exceeded the traffic 
volume of the entire previous year 
15% more unique visitors and a 30% increase in unique visits vs. the same 
period the previous year
An increase in volunteer learning –participants completing courses above and 
beyond what they were required to do for their annual certification 
requirements
A positive correlation between engagement in the Ford p2p Cup and key 
performance measures including sales and customer satisfaction
• Retain New Employees
• Build a Sense of Community
• Get New Hires Excited about the Company
Case 5: Onboarding
Engaging new hires and onboarding them into the organization is both 
a challenge and an opportunity for organizations today. Research has 
shown that a large part of an employee's long term commitment and 
longevity at an organization is influenced significantly by the 
experience during the first 90 days of employment. 
VENDOR
http://www.mindtickle.com/
Results
Participants were administered a survey on the completion of the pre‐joining 
engagement. Following are key results of the survey:
• 24% indicated they learned new things about the company and were 
now even more excited to join.
• 34% indicated they increased their knowledge and had fun.
• 20% indicated they networked and got to know their fellow new 
hires.
Comments
• Combines learning with fun. This makes things stay in mind without extra 
effort.
• This game makes you remember stuff about the company we learned in a 
fun way...such ways are always more effect in terms of practice...
• This is very interesting and I am able to remember many things.
• This program is great
• Increase Product Knowledge 
• Increase Sales of Product
Case 6: Sales Force Training
ExactTarget is a global marketing organization focused 
on digital marketing tools – email, mobile, and web 
and was recently purchased by Salesforce.com. 
ExactTarget is a leading cloud marketing platform 
used by more than 6,000 companies including Coca‐
Cola, Gap and Nike.
Introducing a new product, MobileConnect and 
wanted to bring the sales force up‐to‐speed on the 
features and functionality of the product.
VENDOR
http://www.theknowledgeguru.com/
“I can’t tell you how many people are coming to me wanting another 
game solution.” 
“The repetition of the different paths helped me retain the information.”
“I’m a pretty competitive person so challenging myself to get one of the 
top scores added a layer of fun to learning about the MobileConnect 
product.”
“The game was a fun way to learn about MobileConnect. I enjoyed the 
scenario‐type questions, which put it all into context.”
Player Results
Business Results
Average contract value 2x higher than for previous mobile product.
First call resolution ($35 a call/average) is up 45%.
Of all the launches done in the previous two years prior to 
MobileConnect, the sales team built the quickest pipeline for this 
product.
Lessons Learned
1. Chose right project for gamification
2. Chose a “proven” vendor
3. Start with a pilot implementation
4. Include games and gamification as part of a larger curriculum
5. Employee engagement does not need to be lengthy
6. Keep it simple, don’t gamify everything
7. Have a clear idea of what they are trying to accomplish from 
gamification initiative (goals and outcomes)
8. Establish clear metrics that you’ll use to measure those 
accomplishments. 
9. Take an approach that is tailored to your audience.  
10. Gamification is not a one‐size‐fits all exercise—it needs to 
resonate with the appropriate motivation, goals and rewards.

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