Gamification: engagement nirvana or emperor’s new clothes?

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If you have even a passing interest in employee engagement you’ve probably come across the term gamification. A typically crass hybrid of a word invented by the largely technology-based gaming industry. It’s intended to describe the use of largely online, interactive games in the workplace designed to increase or enhance employee skills- development or engagement. And that has to be a good thing, doesn’t it?

As with the so-called social media frenzy however, and so many other aspects of corporate life, the gaming fans run the risk of alienating rather than engaging much of the audience given that the beauty of most engagement techniques is in the blend. Sure let’s celebrate the march of technology and embrace the freedoms and opportunities advanced gaming technology brings. But let’s keep it in perspective folks!

One thing we’re all born with is the ability to play. Whether it’s constructing new worlds via the imagination of a five-year old; dropping the entrenched facade of the corporate uniforms we all don from time to time both literally and psychologically and allowing ourselves to have fun at work …..or just finding our own toes fascinating as pre-toddling babes, we all know how to play. We may dismiss it at times or may occasionally lose our way but we all instinctively know the power of a good game. And we often do it best of all when we have little more than a few physical props, a group of like minds, a common goal, encouragement, support, space and time.

Most of our homes are fast becoming wi-fi palaces and software citadels. Sure we can all enjoy an evening on the Wii as the Redknapp clan would have us believe they spend most of their time doing. But I’m willing to bet that Jamie still dreams about his England caps while Louise revisits her own Wembley appearances before she falls asleep at night.

I wasn’t the least bit surprised that a recent trip to the cinema with our own troupe to see the latest Marvel offering The Avengers was a huge success and that the games consoles have been replaced by action figures, role play games and colouring pens for some weeks since. Far better to choose the super hero who exemplifies the qualities you hold dear and act out those super powers with your mates than push buttons while watching a screen, essentially on your own.

Of course there’s room for  virtual reality alongside the actual. But never underestimate the appetite of people for face to face interactions with and for their mates, chums,  colleagues, tribe or team.

So while you consider the claims of the software developers promising remote learning nirvana or positioning so-called gamification developments as if play was invented yesterday, reflect on how easily, naturally and readily people interact, become involved and yes, engage, if the conditions are right. And while you wrestle with innovative ways to credibly and impactfully hold back the tide of pessimism and negativity that is an omnipresent threat in testing economic times, it’s worth reminding yourself that gamification is first and foremost about people, relationships, attitude, involvement and empowerment rather than technology. It needn’t be expensive and should be relatively simple to implement. But the aim should nearly always be to involve and discover the latent superhero qualities in the many, not to implant extraordinary superpowers in the elite few.

Let’s get physical Part 3: The Future

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Authors: Ian P Buckingham in conjunction with Chris Hill of retail design experts M Worldwide. (Published online in 3 serialised parts).

The Future…..

M Worldwide has been instrumental in developing and implementing the brand realisation strategy for the all-important physical environment in which a host of high-profile brands operate. Ian has partnered with clients across sectors to clarify their brand promise and create the optimum internal culture keep that promise. Looking to the future, as a modest “think tank”, what developments can we expect in terms of the way brands will evolve their spaces and places and what are some of the changes we will see in terms of the relationship between internal and external brand stakeholders?

Banks of check-outs?

Not any more.

  • Superficial product information on flimsy bits of A4 paper?

Not very 21st century. The love and the embracing of technology by online brands means established in-store retail norms are increasingly being replaced by a ‘have a go’, no barriers approach to the bricks and mortar environment. Digital signage, mobile pay points, home delivery order points, magic mirrors in changing rooms, music that changes to match the clothes you’re trying on using RFID tags etc etc. Exciting stuff for customers as well as employees who, lest we forget, are customers in their own right after all and can have a significant impact on the design of these spaces.

Smartphone penetration in the UK has now reached 45% – and growing. Converging phone, video, internet, wallet, apps and social media, it’s the bridge between the physical and digital worlds. It links shoppers to their friends, bringing them into to the browsing and shopping mix. McDonalds and Superdrug have already trialled prepaid technology for smaller purchases. And in February 2012 Barclays Bank launched Pingit which allows users to transfer cash between mobile devices.

Even the tedious chore of queuing to pay will soon be alleviated thanks to near field contactless technology. Once payments are made, loyalty schemes and vouchers that drive future visits will be delivered digitally. This places a great responsibility on employees, however, to ensure that all face to face interactions are maximised as there’s much less room for hit and miss encounters.

Consequently, employee workplace experience is going to matter even more than it does now .Sales staff increasingly access more knowledge about products and services through smartphones – supported by videos and digital demonstrations. There have been some impressive developments in the use of online learning solutions and virtual reality technology in corporate training, especially useful for global organizations and those who have a high proportion of remote workers. And gamification is rapidly gaining more air time as an involvement-driven engagement phenomenon.

Gone will be the days when products are cheaper online than in-store, where customers go to shops to road test products and then go away and purchase them at a cheaper cost online. Retailers will provide transparency and in-store price matching there and then through mobile or in-store technology.

The shopping environment will be all about experience rather than stuff. Stuff in all its ranges, sizes colours and packaging will need to be available, but it will not be the main attraction. Apart from all the emotional, rational and functional aspects of making choices and purchases, people also need somewhere to go, to hang out, to see and be seen. Employees will, therefore, be more conscientious about the “hangouts” and brands they want to be associated with.

The food/cafe offer as part of a retail experience is now a hygiene factor. Events, demonstrations, activities, in-store theatres, bars and gardens are what’s needed. But only those with the right mind-set, belief and attitude can deliver them. Compare the lackluster sampling and demos seen in UK supermarkets to the browsing experience in the toy store Hamleys. Supermarkets are the biggest food retailers in the land yet their cafes are hardly temples of food love. Quite some improvement opportunity.

But even the more conservative players are loosening their ties and getting in on the engagement act. At the end of 2011, online bank ING Direct launched its eighth bricks and mortar outlet in New York City’s Union Square. This is a 17,000 square foot cafe. You can’t make a deposit or a withdrawal, but you can grab a cup of coffee, take advantage of the WiFi, and enjoy face time with others. The bottom level of the three-story space allows small business owners and non-profits to host meetings, free of charge, for as many as 40 or 50 people. If you think this all sounds a bit too touchy feely, consider this: ING Direct found that deposits increased by about 10 percent in the cities where they have a physical presence.

Traditional retailers, especially those in fashion, often excel in terms of product newness, but lack originality in how that’s presented. Etailers, on the other hand, excel at fresh and new ways at looking at content. This puts them in good stead to make stores feel really different on a regular basis.

The real innovators will also be those that harness the power of their employees through effective engagement channels and consumers through social media, creating and driving content with imagination and clear focus about their point of difference. They’ll also leverage their supplier brands to do more and be more active.

Humans are inherently social animals.While there are those for whom shopping is a chore to be done as quickly and painlessly as possible, for many others shopping is an art in itself — and stores are the galleries. Innovative retail brands have the chance to embrace true multichannel retailing in a way that most traditional high street retailers can only dream about. This should lead to a virtuous circle for the enlightened…great online and physical environments leading to more customers and in turn attracting and engaging more visionary employees who, if properly treated, will care enough to create more of those environments………..

Here’s to true engagement inside and out leading to brand-based innovations that will benefit all stakeholder groups.