Collective Gamification

Only 13% of the world’s workforce is engaged (1), leading to billions of dollars lost in potential productivity. To fix this, Dan Pink identified purpose as one of the three most important drivers towards engagement (2). Recognize has an innovative strategy to help staff feel they have purpose in the organization. We call this strategy Collective Gamification.

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Increase levels together through Collective Gamification

Workers don’t realize their influence in companies, because they lack tools to visualize the difference they make. To provide insight, Recognize is building strategy to show workers their influence in the organization. Imagine a gauge that represents a company’s Recognition Engagement Score (RES), or how much recognition is engaging staff in an organization. When a worker sends a recognition, this gauge’s needle moves to the right- providing instant feedback to the user they are influencing the greater good. Another use of Collective Gamification is collective levels. When a user sends a recognition they influence the leveling-up of their team, department, or company. Staff work together to increase their team’s level. The result is more togetherness and teamwork.

It isn’t about me anymore, it is about us

Employee recognition must go both ways to truly work in an organization. A worker receives recognition, giving them a sense of connectedness with the company (3). A worker sends a recognition, and sees immediate collective benefit. If staff realize this potential through collective gamification, only good will follow for the organization.

References

1. http://www.gallup.com/poll/165269/worldwide-employees-engaged-work.aspx
2. Dan Pink on motivation:

3. http://hbr.org/2013/07/connect-then-lead/ar/1

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