In this powerful and deeply informative short video [bottom of page] global technology innovator NTT Data CTO Imran Sayeed highlights some simple yet truly epic steps that his team has taken to evolve and to radically accelerate the impact of their employee engagement gamification initiative.
The NTT Data gamification project which targets team-based, cross
functional collaborative learning and best practices knowledge sharing,
increased their employee participation from 400 to 4000 employees in just
a few months That's a 900% increase!
“Gamification
is just a fancy buzz word for Behavior Reinforcement.” - Imran Sayeed, NTT Data CTO.
At first they introduced a virtual token economy (also
known as a points levels and badges program) awarding their employees Karma
Points for key target behaviors like logging in, posting and
sharing interesting value generating content and forming new
Centers of Excellence Teams across the organization.
NTT Data experienced an initial burst of employee engagement
when they incentivized or positively reinforced their Karma
Points system with tangible back up reinforces like IPods
and IPads.
Certainly they could have achieved exponentially more sustained engagement with the system had they built a reinforcer assessment process into their program and data-collected around individualized ( far less expensive and far more frequent/effective tangible rewards) based on each employee's individual reward language. The rich predictive behavioral analytics data from such a process would have created even higher performance gains.
Next level gamification will systematically assess for
social and tangible reinforcement responses based on different classes of social
reinforcement, discovering and delivering the most effective mix of
tangible and social incentives for the most precisely sequenced behavioral
development and performance goals.
Positive reinforcement by definition increases any behavior in follows. So by it's very definition it can't fail to get results.
In effective engagement behaviorization, precise language and technical
behavior design are just as important as they are in radical application
development programing for apps and games design in terms
of the final product and its continuous improvement.
This means extending not just functional design but functional behavior analytic design goals into
the gamification platform.
The NTT Data Gamification team has since replaced their so called “extrinsic rewards program”. They now provide top performers with so called “intrinsic rewards or motivators”, which are better explained as positive or additive social reinforces.
The NTT Data Gamification team has since replaced their so called “extrinsic rewards program”. They now provide top performers with so called “intrinsic rewards or motivators”, which are better explained as positive or additive social reinforces.
How, when and how often social reinforces are delivered
with in a gamification process will radically increase the effectiveness and
reinforcement value of a point and level system.
Combining certain reinforce classes can also radically explode behavior change speed and effectiveness. For example combing social and tangible reinforcers.
The vast majority of the reinforcement events that shapes and sustains
human behavior are actually fully unconscious. Some of the most
effective contingencies are unknown to the person responding to them. It’s
time for big data to unlock and harness these powerful behavioral processes.
Introducing real-time functional behavior analytic design elements
into future gamification programs may
literally represent not just and ultimate game mechanic but an
ultimate source of competitive advantage for the world’s leading
gamification companies and their customers.
Sayeed actually injected his highly effective employee facing gamification initiative with healthy doses of positive social reinforcement himself, by visiting top performers in the program as he traveled from city to city.
Really interesting assignments are also awarded, which themselves, re-defined
engagement-behaviorally, represent a manipulateable chains or collections of
analyzable positive and negative social and tangible reinforcement
contingencies and response classes.
Engagement-Behaviorization's Answer to Those
Trying To Game Your Gamification System
One of the major challenges NTT Data has experienced in the implementation
phase of their gamification initiative was the tendency of some employees to try
and game the system. Sound familiar?
The Solution here is to apply the same Engagement-Behaviorization
technology to reliably replace the undesired user behavior (cheating) with more
desirable target engagement behaviors or to shape these through
successive approximations.
This means locating and eliminating the sources of reinforcement for
the cheating behaviors, perhaps by actually formalizing and incentivizing the cheating process itself. This would mean rewarding and recognizing top cheaters for
improving the system.
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