SOFIA UNIVERSITY “ST. KLIMENT OHRIDSKI ” FACULTY OF ECONOMICS AND BUS INESS ADMINISTRATION MASTER PROGRAMME BUSINESS ADMINISTRATION – STRATEGIC MANAGEMENT MASTER THESIS TOPIC: APPLICABILITY OF THE CONCEPT “GAMIFICATION” WITHIN BUSINESS ORGANIZATIONS PRESENTED BY THESIS ADVISOR YANA MARKOVA PROF. DR. ANASTASIA BANKOVA SOFIA 2013 Copyright by Yana Markova February 2013 APPLICABILITY OF THE CONCEPT “GAMIFICATION” WITHIN BUSINESS ORGANIZATIONS Abstract The purpose of the paper is to examine the applicability of the “gamification” concept within business organizations. Due to the lack of academic research on this topic, a theoretical framework is constructed in order to approach the implementation of enterprise gamification. The theoretical considerations start with a review of two precursors of gamification-of-work giving awareness of possible pitfalls by introducing playful elements within the workplace. The next step describes how the traditional “work” and “play” dichotomy broke. The paper then introduces the concept of the “Flow” by M. Csikszentmihalyi which provides the basis for marking an ideal model that business organizations should strive for when applying enterprise gamification. The proposed framework is rounded off by considering the applicability of typical motivations for employees and game-players within the context of business organizations. The section “Empirical Ascertainment” presents empirical evidence of the proposed framework by examining 15 case studies on implementation of game elements within the workplace. Four propositions and an analytic scheme guide the data collection and analysis process. Firstly, this section examines how the findings of each case study match with the propositions. Then, potential adjustments to the proposed framework are discussed. Following that, a cross-case analysis is conducted to reveal additional patterns and validate the findings. The overarching conclusion is that the “gamification” concept is applicable within business organizations. Nonetheless, contextual specifics as an adequate level of voluntariness and the secondary role of extrinsic rewards should be taken into consideration during implementation. 2 TABLE OF CONTENTS INTRODUCTION 6 1.1. WHAT IS “GAMIFICATION”? 6 1.2. WHY IS ENTERPRISE GAMIFICATION A QUESTION OF PRESENT INTEREST? 8 1.3. PROBLEM STATEMENT 11 1.4. METHODOLOGY 13 THEORETICAL CONSIDERATIONS 15 2.1 SOVIET AND AMERICAN PRECURSORS TO THE GAMIFICATION OF WORK 15 2.1.1 SOVIET PRECURSOR – “SOCIALIST COMPETITION” 16 2.1.2 AMERICAN PRECURSOR – “FUNSULTANTS” AND “WORK” AS “PLAY” 17 2.2 THEORETICAL CONCEPTS RELATED TO ENTERPRISE GAMIFICATION 20 2.2.1 THE TRADITIONAL CONCEPT - “WORK” AS OPPOSITE TO “PLAY” 21 2.2.2 MOVE TOWARD FUSION OF “WORK” AND “PLAY” 22 2.2.3 CURRENT SITUATION – BLURRING BOUNDARIES BETWEEN “WORK” AND “PLAY” 23 2.2.4 WHAT STILL MAKES THE DIFFERENCE? 25 2.2.5 THE CONCEPT OF “FLOW” 26 2.2.6 USER MOTIVATION FOR GETTING INVOLVED INTO GAMIFIED ACTIVITIES 29 2.2.7 WRAPPING UP THE THEORETICAL FRAMEWORK AND DEFINING WORKING HYPOTHESES 35 EMPIRICAL ASCERTAINMENT 39 3.1. RESEARCH METHODOLOGY 39 3.1.1. OBJECTIVE 39 3.1.2. RESEARCH DESIGN & RESEARCH METHOD 39 3.1.2.1. Qualitative vs. Quantitative Research Design 39 3.1.2.2. Research Method 40 3.1.2.3. Following the 6 Steps for Organizing Case Study Research Successfully 41 3 3.1.2.3.1. Determine and Define the Research Questions 41 3.1.2.3.2. Select the Cases and Determine Data Gathering & Analysis Techniques 43 3.1.2.3.3. Prepare to Collect the Data 44 3.1.2.3.4. Collect the Data 45 3.1.2.3.5. Evaluate and Analyze Data 45 3.1.2.3.6. Prepare the Report 46 3.1.3. CRITICAL REVIEW OF THE RESEARCH METHODOLOGY 46 3.2. RESEARCH RESULTS 47 3.2.1. CASE STUDIES 47 3.2.1.1. Case 1: PlayVov 47 3.2.1.2. Case 2: GamEffective 49 3.2.1.3. Case 3: Race to 1000 Series 51 3.2.1.4. Case 4: Nitro for Salesforce/ Salesforce Motivation 52 3.2.1.5. Case 5: Roadwarrior 55 3.2.1.6. Case 6: Ribbon Hero 2 56 3.2.1.7. Case 7: SAP’s Vendor Invoicing 57 3.2.1.8. Case 8: TrueOffice 58 3.2.1.9. Case 9: Gamifying Collaborative Decision Making 60 3.2.1.10. Case 10: Your Promptitude 61 3.2.1.11. Case 11: PropsToYou 62 3.2.1.12. Case 12: RedCritter Tracker 65 3.2.1.13. Case 13: Community Recognition & Reputation Program by SAP AG 67 3.2.1.14. Case 14: Venture Spirit 69 3.2.1.15. Case 15: CrowdWorx 70 3.2.2. DISCUSSION 72 3.2.2.1. Summarizing the Results from Analyzing the Single Cases 72 3.2.2.2. Pattern Matching in the Groupings 76 3.2.2.2.1. Core Business Activities, Game-elements Integrated into the Everyday Tasks, High Level of Complexity 76 3.2.2.2.2. Core Business Activities, Game-elements Not Integrated into the Everyday Tasks, Middle Level of Complexity 78 3.2.2.2.3. Core Business Activities, Game-elements Not Integrated into the Everyday Tasks, Low Level of Complexity 4 78 3.2.2.2.4. Combined Business Activities (Core + Supporting), Game-elements Integrated into the Everyday Tasks, How Level of Complexity 79 3.2.2.2.5. Supporting Business Activities, Game-elements Integrated into the Everyday Tasks, Low Level of Complexity 79 3.2.2.2.6. Supporting Business Activities, Game-elements Not Integrated into the Everyday Tasks, Middle Level of Complexity 80 3.2.2.2.7. Supporting Business Activities, Game-elements Not Integrated into the Everyday Tasks, Low Level of Complexity 80 3.2.2.3. Summarizing the Findings from Pattern Matching & Recommendations 81 CONCLUSION 83 REFERENCES 88 FIGURES 91 TABLES 93 5 Chapter 1 Introduction 1.1. What is “Gamification”? Millions of people worldwide come in touch with gamification every day, although often they don’t realize it. The term is one of the buzz words in the marketing professionals’ community, but it is still unknown to the wide audience. Thus, I will start the current exposition with explaining the term. One of the most frequently quoted definitions of “gamification” is “the use of game mechanics and game design techniques in non-game contexts” [Deterding, S. et al. 2011]. I am adopting this definition here, because it is based on investigation of the historical origins of the term and on its relation to similar fields as human-computer interaction, serious games, alternate reality games and playful design. According to the authors, the first documented use of “gamification” dates back to 2008, but the term did not see widespread adoption before the second half of 2010. The breaking point was the success of the location-based service Foursquare, after which the idea of using game design elements in non-game contexts to motivate user and to increase activity and retention has rapidly gained traction in interaction design and digital marketing. Parallel terms continue being used and new ones are still being introduced, such as “game layer”, “playful design”, “productivity games”, etc. Yet “gamification” has arguably managed to institutionalize itself as the common household term. Despite or because of that, “gamification” is also a heavily contested term, especially within the game industry and the game studies community. We will expose some critiques a bit later after marking the purpose of implementing gamification and setting some examples. Why Implementing Gamification? Typically gamification applies to non-game applications and processes, in order to engage users to participate, share and interact in some activity or community. Gamification’s proponents argue that it works by: 1) making technology more engaging [Takahashi, D. 2010]; 2) encouraging users to engage in desired behaviors [Stuart, K. 2010]; 3) helping to solve problems by taking advantage of humans' psychological predisposition to engage in gaming [Radoff, J. 2011]; 4) showing a path to mastery and 6 autonomy1; etc. According to Mario Herger - one of the gamification gurus - available data from gamified websites, applications, and processes indicate potential improvements in areas such as user engagement, return of investment, data quality, timeliness, and learning [Herger, M. 2012]. How did it start? “Early examples of gamification are based on giving reward points to people who share experiences on location-based platforms such as Facebook’s ‘Place’ feature, Foursquare and Gowalla”2. In order to develop better understanding of the origin of gamification, let us take a closer look at one of the examples. Foursquare is a location-based social networking website for mobile devices. Users check in at venues using a mobile website, text messaging or a device-specific application by selecting from a list of venues the application locates nearby. Each check-in awards the user points and sometimes badges. By posting their check-ins on Facebook and Twitter, the users can connect with friends, as well as create “to-do”-lists and add tips to the venues. Nowadays Foursquare enjoys huge popularity – as of April 2012, the company reported it had 20 million registered users3. Gamification Techniques & Game Mechanics The most prominent gamification techniques are: achievement badges, achievement levels, leader boards, progress bars (indicating how far from the completing the task the user is), virtual currency, systems for awarding and exchanging, challenges between users, etc.4 The purpose of implementing these techniques is to activate and harness the power of game mechanics as Achievement (a virtual or physical representation of having accomplished something), Envy (the desire to have something what others have), Epic Meaning (players are highly motivated when they believe they are working to achieve something great, awe-inspiring and bigger than themselves), etc. The social locationbased gaming platform for mobile phones – SCVNGR – published a list with nearly 50 different game mechanics which engage and motivate users5. 1 http://mashable.com/category/gamification/ http://en.wikipedia.org/wiki/Gamification 3 http://en.wikipedia.org/wiki/Foursquare 4 http://en.wikipedia.org/wiki/Gamification 5 http://techcrunch.com/2010/08/25/scvngr-game-mechanics/ 2 7 Current Examples for Gamification In the last two years gamification has been mainly used by marketers and website product managers as a tool for customer engagement and for encouraging desirable website usage behavior. A good example here is Nike's “Nike+” community. The company has turned fitness into a kind of game, in which participants track progress against goals with a "score" to improve health with every run. Members can save their run data, share progress with friends, celebrate milestones and accomplishments, and motivate themselves and their social circle to attain a healthier lifestyle. This way, the brand experience has become more “sticky” for the consumers and the community has grown to approximately seven million members since its launch in 20066. Another well-known example is the “My Starbucks Rewards” program of Starbucks. The coffee company employs game techniques such as progress bars, leveling and awarding within their loyalty program, motivating members to register and spend their gift cards to receive bigger and better benefits with every purchase. As of November 2011, My Starbucks Rewards had 3.6 million active members - two million of those being gold members7. The latest trend in gamification is the application of games/game elements for business processes within the company. This concept is often called “enterprise gamification” and its application is the matter of research in the current paper. 1.2. Why is Enterprise Gamification a Question of Present Interest? Market Predictions A new report by M2 Research projects tremendous growth of the gamification market8. The agency forecasts the market in 2012 to reach $242 million and climb to $2.8 billion by 2016 (see “Figure 1: Gamification Market Forecast by M2 Research”). The biggest contribution to this growth is expected to come from the enterprise segment. When looking at “Figure 2: Gamification Vendor Survey 2011 – Vertical Market Segments”, one can see that currently the gamification market is estimated as 62 percent consumerdriven (down from 91 percent in January 2011) and 38 percent enterprise-driven (up from 9 percent in January 2011). However, in 2013 enterprise gamification revenue is expected 6 http://nikeinc.com/news/nikeplus-experience http://www.postano.com/blog/the-gamification-of-marketing 8 http://www.m2research.com/ 7 8 to exceed consumer gamification revenue. This report provides us good reason to believe in the increasing importance of enterprise gamification. Nevertheless, we should consider the fact that sponsor of the report is one of the prominent gamification providers – Badgeville. The Gartner Group – a leading company for Technology Research and Insight – has also underlined the importance of enterprise gamification by including the topic to their “top predictions for IT organizations and IT users for 2013 and beyond” 9. According their announcement, by 2015 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations. Elise Olding - Gartner’s analyst presenting the topic - backs this prediction with the following arguments: “According to John Kotter, 70% of business transformation efforts fail. Add to that the impact of 71% of American workers who are not engaged or actively disengaged from their work (according to Gallup), and less likely to be productive. This paints a dismal picture for business change and transformation efforts as organizations are clearly not addressing the fundamentals needed for success…it’s the lack of engagement and buy-in from employees who need to embrace new ways of working. When transforming business operations, organizations will need to cement behaviour changes and engagement as part of the work activities…Gamification can help organizations make the workplace more engaging and productive. The same incentives that inspire game players to strive for the next level in a computer game can also inspire employees to reach for a higher level of performance and engagement - if they are properly applied.”10 Deloitte Consulting LLP also appointed gamification one of the “Top 10 Technology Trends for 2012”, announcing that: "Serious gaming simulations and game mechanics such as leaderboards, achievements, and skill-based learning are becoming embedded in day-to-day business processes, driving adoption, performance, and engagement." 11 Some companies as SAP AG, IBM Corporation, etc. are already trying to apply enterprise gamification, but these cases are just emerging. Critique After exposing the high expectations some analysts place on enterprise gamification, we will proceed to the critiques. As already stated, enterprise gamification is just immerging, 9 http://www.gartner.com/it/page.jsp?id=2211115 Ibid. 11 http://bit.ly/vDzCXf 10 9 so there is not much critique written particularly on this topic. Howsoever, gamification in general is much contested concept. Some critics dismiss gamification as a buzzword, and note that many of its techniques have been in place for a long time 12. Ian Bogost - a game researcher and designer - claims that “gamification is bullshit” and “more specifically, gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway.”13 He adds that the concept of gamification is very easy to sell and it makes high management comfortable, because they can hide behind it. Phil Shenk also states that “for business purposes, gamification is invalid, faddish, exploitative, an oversimplification, or a renaming of existing practices”14 For game developers and players gamification is often a bad world15, because “it gets games wrong, mistaking incidental properties like points and levels for primary features like interactions with behavioral complexity” 16. According to Jon Radoff – an entrepreneur in the game industry – gamification sometimes misses elements such as storytelling and experiences which are central to what make games effective, or that gamification has mistaken the addition of points for the application of genuine game mechanics. Similar critique comes from Margaret Robertson, claiming that “gamification is the wrong word for the right idea” and that what we often observe is “pointification”17. Dynamics of the Business Environment In the last years there is a very high interest in games. According to a research report by Colin Sebastian, the global game industry will generate $80 billion in revenue in 2014, thus, it is growing at 10% annually18. Only the popular game “Angry Birds” generated $106.3 million in sales for 201119. Another example, the original version of “FarmVille” grew its audience to as 83 million active users20. These two cases provide good understanding of the desire to harness the power of games. However, logically follows the question, what causes this explosion of game usage. One possible answer is that this 12 http://bit.ly/zhD1XQ; http://on.wsj.com/j0JBDk http://bit.ly/oJDeAp 14 http://www.gravitybear.com/blog/archives/243 15 http://www.zdnet.com/blog/gamification/gamification-still-a-bad-word/676 16 http://bit.ly/oJDeAp 17 http://www.hideandseek.net/2010/10/06/cant-play-wont-play// 18 http://bit.ly/o559s0 19 http://bit.ly/WlD0ck 20 http://bit.ly/OXVb4m 13 10 process is result from the activation of the “Generation Y” (1979–2000), also called “Millennians” or “Digital Natives”. “To them, technology is like the air” [Tapscott, D. 2008]. According to M. Burke and T. Hiltbrand (2001), this generation has grown up with technology, and especially video games, as a part of everyday life. These individuals don’t remember a time when video games were not a staple in their lives. The authors state that currently the “Generation Y” is entering the labor market and soon will make up the majority of the workforce together with the “Generation X” (1965–1978). Both generations view the workplace differently from their baby-boomer predecessors, but the “Digital Natives” (25.47% of the world population according the authors) are of particular interest with respect to game mechanics [Burke, M. and Hiltbrand, T. 2001]. D. Tapscott further elaborates: “growing up digital has had a profound impact on the way this generation thinks, even changing the way their brains are wired… This changes the way that millennials engage with others and how they interact in the workplace. They come to work expecting the same engagement found in the digital world” [Tapscott, D. 2008]. The author states that the challenges this generation encounters in the workplace can be overcome through gamification. 1.3. Problem Statement In the previous paragraphs we exposed gamification as a quite contested concept and enterprise gamification as its newest trend. Recently, many blog articles and shared power point presentations on this topic appeared online. Consisting of only brief description of the idea and tips how to implement it, they often sound like magic tricks, which will obsess the audience and solve all corporate problems, by making employees embrace the company goals. Howsoever, there is neither a theory, nor significant scientific research on this topic yet. A white paper21 from one of the enterprise gamification providers – Bunchball – offers some guidance for approaching the topic, but this work is obviously not enough to develop an understanding of the applicability of the concept within business organizations. Additionally, the idea of making employees play games in the workplace, while being paid for that, may sound awkward to the conservative business world. Nevertheless, the claimed potential benefits of enterprise gamification cannot be that easily ignored. Here, I will mark two further examples, showing the power of games to 21 http://bit.ly/xMf04a 11 engage and motivate users. The first one comes from a project called “Digitalkoot”, where a game helps weed mistakes out of the Finnish National Library's e-archives. This is how it works in practice: old text newspaper is scanned by the software and then cut up into individual words. These words are sent to volunteers in the form of two online games (Mole Hunt and Mole Bridge). Volunteers must accurately decipher the words in order to achieve certain game objectives, such as helping the moles cross a bridge or keeping them away from a garden (see “Figure 3: Building Bridges by Weeding Mistakes”). While playing, gamers inadvertently cross-check each other, thus ensuring complete accuracy of the word before it gets the final approval. The project turned out to be very successful. At the time of writing the report, 55 thousand people have taken part in the experiment, which in a country of only 5 million people is quite remarkable. Together the participants have contributed 3,400 hours of their time on a voluntary basis, and achieved a staggering 99% of accuracy in the transcription of the archive. In conclusion, one of the project managers said that: “What for volunteers was an amusing game, for the National Library was an affordable way to digitize.”22 The second example is the most played game in the history – “The World of Warcraft” which has over 10 million subscribers. By one analyst’s calculation since its introduction in 2004 registered users worldwide spent nearly six million years by playing the game 23. Considering the last two examples, imagine if one could leverage the power of games to motivate and engage users within business organizations. Undoubtedly, the idea is very promising and it is too worthy to be ignored, because of the lack of theoretical and empirical research. Some analysts also claim that the concept unfortunately lacks the seriousness it deserves24. The main problem we encountered, when examining enterprise gamification, was the difficulty to scientifically approach the topic and develop understanding of the applicability of the concept within business organizations. Even if we posit that gamification can drive engagement, motivate employees, increase fun, etc., the question is whether this paradigm can be viable within the context of a business organization? Isn’t “work” and “play” antithetical? Supposedly, in the conservative business world, they often are. Isn’t enterprise gamification just a widely buzzed mean for making money by consultants, gamification providers, etc.? How can the concept be implemented without disturbing the functioning of the business organization? What has 22 http://bit.ly/kLbC7U http://bit.ly/yYWBFo 24 http://bit.ly/sDziLR 23 12 to be considered when applying the paradigm within it? By searching for answers to the questions listed above, we don’t pretend to elaborate a comprehensive theory. Time and resources in one master thesis are too limited for such ambition. Thus, we are aiming at developing a framework helping to approach the application of the gamification concept within business organizations. 1.4. Methodology Assumption When appropriate implemented, gamification can increase motivation, engagement, adoption, productivity, collaboration and fun. Research object The application of gamification principles and techniques within business organizations. Research matter/topic The applicability of the gamification concept within business organizations. Aim Due to the lack of theoretical and empirical proof of the concept, our aim in the current paper is to draw a framework helping to approach the implementation of the concept within business organizations. Hypothesis Gamification can be implemented within business organizations. Nonetheless, there are some specifics which have to be taken into consideration in this context. Research Questions & Objectives: Is “play” substantially compatible with “work”? Can the application of gamification principles and techniques be viable within business organizations? Examine whether “play” is compatible with “work” and whether the concept can be viable, when applied within business organizations. (Theoretical analysis) What has to be considered by implementing gamification in this context? 13 Mark what has to be considered when implementing the concept within business organizations. (Elaboration of the theoretical model) How was the concept of enterprise gamification implemented so far? Examine available implementations of the concept. Are there any overlaps and/or inconsistencies with the proposed framework? What are the reasons? Are any adjustments needed? Examine if there are any overlaps and/or inconsistences and adjust the theoretical framework if needed. What knowledge has been gained on the topic and what is still open? Summarize the findings and mark where further research is needed. 14 Chapter 2 Theoretical Considerations As already pointed out, very little scientific work has been done on enterprise gamification so far. This was also one of the motivations for writing a thesis aiming to design a framework helping to approach the topic. On these grounds, we are going to structure this section as follows. We will start the literature review from a narrow perspective summarizing what has been written specifically on enterprise gamification. Then, we will examine concepts and theoretical considerations, which are closely related to our topic and will help us build a framework for approaching enterprise gamification. 2.1 Soviet and American Precursors to the Gamification of Work Gamification of work often presents itself as a new movement, which will revolutionize the workplace. Game mechanics have long motivated videogame players, but according to this notion their power to motivate for serious, productive work has just been revealed. In his recently published article “Soviet and American Precursors to the Gamification of Work” Mark Nelson argues that gamication-of-work has at least two major precursors one in the Soviet Union of the early to mid-20th century, and another in American management of the late 20th and early 21st centuries. The Soviet approach focused on games to increase productivity via experiments ranging from purely competitive games directly tied to productivity, to attempts at morale-building via team games and workplace self-expression. The American management approach focused more strongly on a sense of childhood play, aiming to weaken the work/play split, but often with games and competition integrated into the framework. Neither approach is identical to the gamification-of-work movement, but there exist significant overlaps. Thus, both the historical movements themselves, and the critiques that have been directed at them, can help us to better understand how to approach the concept of enterprise gamification. By investigating how the current movement builds on or diverges from the previous two, we can learn from their successes and failures. 15 2.1.1 Soviet Precursor – “Socialist Competition” The implementation of game techniques in the socialist context is connected to the concept of “socialist competition”. The main intention thereby is to reconceptualize work as something other than wage-labor and to motivate workers without relying on capitalist-style monetary incentives. Here we find one elaboration of the idea: “The Soviet Union’s extensive experiments with workplace-based “socialist competition” hoped to use the power of games and completion to replace capitalist competition with something that would be simultaneously more engaging and human, yet would motivate high productivity” [Nelson, 2012]. On these grounds Lenin [1917/1964] proposed a theory of “socialist competition", in which workers, groups of workers, or factories would compete with each other to motivate greater production. A wide variety of experiments followed: a factory might be awarded points for its performance, and win commendations as it surpassed various point thresholds; teams building a bridge could compete to see which side progresses fastest; borrowing a symbolic-motivation strategy used by armies, particularly productive factories or workers might be awarded a medal such as the “Order of the Red Banner of Labor” or the “Soviet Medal for Labor Velour”25, etc. In order to measure productivity and to create visibility some specific metrics were introduced: “counter plans”, “labor watches”, reports on the “enthusiasm of workers of the towns and villages”, etc. [Zemtsov, 2011]. Zemtsov describes the adoption of the metrics as follows: “Fabrication begins at the level of basic component unit of industrial enterprise and the spreads throughout the entire bulky hierarchy of the Soviet industrial production system” [Zemtsov, 2011]. According to some sources, the productivity has been indeed improved, but other indicate that these measures lead to coercion and oppression: “in stock Soviet rhetoric propaganda posters castigate those who have failed to live up to the expectations”, ”the formula is to cast shame on the culprits” [Zemtsov, 2011], etc. According to Lenin and later Stalin [1929/1954], “socialist competition” was supposed to be about real motivation and similar to emulation, where those further behind try to match the best, distinguishing it from competition, where those ahead try to destroy those further behind. Communism had promised to eliminate the alienation of workers, with monetary motivation replaced by real engagement with one’s work. This intention sounds quite similar to the idea of enterprise gamification. In both cases points, badges, 25 http://en.wikipedia.org/wiki/Stakhanovite_movement 16 commendations, etc. are not payment, but just encouragement and recognition for engaged workers, providing indication and acknowledgment of progress, and a way to guide workers towards where they should be going. According to Nelson (2012), the Soviet approach may have the most direct similarities to gamification-of-work, since there the focus was squarely on motivating productivity, and negotiating (in at times a very modern-seeming way) the rough waters between intrinsic motivation, competitive sentiment, performance measurement and metrics, and extrinsic rewards. However since Soviet workplace management is not widely considered a model to emulate, a key question is whether it serves primarily as a negative case study, or whether some of the gamification ideas themselves were good, but poorly implemented in the context of a Stalinist political system [Nelson, 2012]. The author continues arguing that the Soviet attempt degenerated into bureaucratization and an increasingly totalitarian version of competition that reached its height during the Stakhanovite and shock-brigade period. In that period, “socialist emulation" became a dystopian management culture in which workers were expected to “voluntarily" meet ever-higher production quotas [Nelson, 2012]. 2.1.2 American Precursor – “Funsultants” and “Work” as “Play” According to Nelson, since the 1990s “the idea that work needs to be replaced with a more playful notion has become a popular view among management consultants” [Nelson, 2012] in America. He even calls the proponents of this idea “funsultants”. According to the author, two main motivations stay behind this reconceptualization of the workplace. The first is more mercenary: the hope that there exist none-monetary incentives that can elicit additional labor. This means motivating workers with things that are “free” (such as internal competitions and points) rather than having to pay out as many monetary incentives such as traditional performance bonuses. The second consideration is that certain kinds of productivity are simply impossible to monetarily incentivize, and instead require somehow producing intrinsically motivated, happy workers [Nelson, 2012]. Fun at work in general Some of the most respected management gurus view fun as being indispensable for organizations seeking sustainable competitive advantage and many prescriptive writers 17 on organizational culture emphasize the need to have fun at work 26. According to Kanter for example, fun is now the fifth 'F' (with the others being focus, fastness, friendliness and flexibility) that successful organizations must practice. Fun is indeed the key for Kanter: “If it's not fun in a company the rest (of the F-s) cannot apply”27. Another interesting though comes from M. Redman: “Fun, it seems is no laughing matter and it is a very serious business issue”. According to Barsoux28, fun can make an organization more participative and responsive, generate more organizational energy, dispel nervousness, enhance team spirit, and diffuse conflict. Since 1990s many texts have been written on how to inject fun into the workplace, while focusing mainly on fun in general sense rather than “play” or “games” per se. A good example here is “301 Ways to Have Fun at Work” by Hemsath and Yerkes. Even some empirical studies on the measurable effects of fun at work have been conducted. In his work “Who Put the Fun in Functional? Fun at Work and its Effects on Job Performance” Fluegge claims that: “…fun at work directly and indirectly affects job performance. Specifically, fun at work was positively and directly related to organizational citizenship behaviour and positively and indirectly related to task performance and creative performance... individuals having fun at work were also more likely to be more engaged in their work, and thus exhibit greater creative performance. Therefore, the notion that a fun working environment results in greater employee productivity may indeed be true and seems worthy of further investigation” [Flugge, 2008]. Another interesting research comes from T. Redman and B. P. Mathews with their work “Managing services: Should we be having fun?”. They examined different ways of introducing fun as: dressing up days, setting of clowns noses, participating in belly dancing and karaoke, defining laughter targets (ranging from 15 to 200 laughs per day), creating a “humor room”, where employees can go for a “fun break”, etc. The benefits are mainly overlapping what we already mentioned, so now we will just review the problems. The major one was that some people found it difficult to cope with this fun culture. Therefore, the message here is that out of control, competitive fun has serious negative repercussions, so that fun cannot be seen as the universally applicable “quick fix” that is suggested by some the managerial literature. 26 Deal, T. and Kennedy, A. 1999, “The New Corporate Cultures” Kanter, R.M. 1991, quoted in “Northern Echo”, 25 Nov 1991 28 Barsoux, 1993, “Funny Business: Humour. Management and Business Culture” 27 18 Besides many proponents of fun-at-work, there are also some critics. They view on funat-work and corporate play as new forms of informal control by corporations over their employees, and in particular, forms of control that try to harness traditionally nonemployment-oriented values such as self-expression within the workplace context. For example “Authenticity and the Cultural Politics of Work: New Forms of Informal Control” by Fleming devotes a chapter (chapter 3) to “the antimonies of corporate fun” [Fleming, 2009], arguing in part that workplace fun is an attempt to harness the previously subversive character of informal games that employees play at work, incorporating even those into the official job, which coops them into a way of informally directing work (but directing it nonetheless). Critique comes additionally from a 1999 film, called “Office Space”. In one scene employees are expected to express their creativity and the fun of their workplace by wearing “pieces of flair" (i.e. badges or other personal tokens) pinned to their clothing. Not all employees appreciate this mandatory enthusiasm, and, at least in the film, it ends up seeming a rather dystopian perversion of fun. As part of his larger investigation into the way modern corporations reproduce some of the features of Stalinist management style (large, dysfunctional bureaucracy, with a demand that workers not only obey, but actively profess to love it), Fisher recalls and elaborates on the Office Space's critique of self-expression and being-yourself in a corporate context. He points out that this approach makes affective, as well as productive demands on workers. The author also comments that they are hidden expectations behind the official standards. This is to be observed when Joanna, a waitress at the coffee chain, wears exactly seven pieces of flair, but it is made clear to her that, even though seven is officially enough, it is actually inadequate. The manager asks her if she wants to look the sort of person “who only does the bare minimum" [Fisher, 2009]. Games/ Game Elements at Work There are some books where specifically game/ game elements at work are under consideration, but they are mainly focused on targeted celebrations and team-building activities. For example, in “Corporate Celebration: Play, Purpose, and Profit at Work” by Deal and Key it is discussed how to make employees feel appreciated and part of the corporate family. “Fun and Gains: Motivate and Energize Staff with Workplace Games, Contests and Activities” [Greenwich, 2001] focuses on using competition to motivate employees. “Lessons from the Sandbox: Using the 13 Gifts of Childhood To Rediscover 19 the Keys to Business Success” looks back to childhood play, and “explores 13 key gifts or talents we all possess naturally as kids that are also essential to success in the business world" [Gregerman, 2000]. The advice is having fun at the workplace, where employees play together, with the subsidiary inclusion of a few segments advising that you set up games that motivate work goals. On the other side, some authors have concerns regarding the implementation of games/ game elements at work. For example, Andersen (2009) sees the increasing use of games in workplaces as a reorientation of power away from explicit, hierarchical forms. He argues that: “where the boss and chain of authority may have structured work via openly expressed fiat, such power-wielding looks increasingly clumsy, and is in the process of being replaced by methods that simultaneously structure work while claiming to suspend their own power to do so, having turned it over to more distributed, apparently autonomous decision-making within game-like frameworks” [Andersen, 2012]. The author later expands his observation into a general theory of “hybrid forms of governance", of which workplace gamification is one [Andersen, 2012]. He further elaborates that the hybrid forms of governance “constitute approaches to organizational management (especially corporate management) that simultaneously want to exercise traditional control, while also suspending such traditional control: “deparadoxification machines" that try to find ways to tell employees: “Do as I say. Be autonomous." [Andersen, 2012]. By examining the two main precursors of enterprise gamification it occurred that the concepts of “fun”, “game” and “play” are really closely related. The game/ game elements group, compared to the fun-at-work group, puts more focus on motivational techniques borrowed from games, rather than entertainment techniques. Nonetheless, a certain undertone of effortless fun is often present in game advocacy, and game-like elements were some of the more prominent concrete features of fun-at-work proposals. According to Nelson: “The novelty myth in gamification discourse obscures the connections with the previous movements” [Nelson, 2012]. 2.2 Theoretical Concepts Related to Enterprise Gamification By examining the precursors of gamification-of-work, a key conflation between “fun”, “work” and “play” came into sight. The narrow perspective helped us to develop an intuition of how to approach the topic. The successes encouraged the belief that applying games/ game elements can increase productivity, engagement, collaboration, satisfaction, 20 etc. The critiques gave us a hint where to be careful by implementing gamification into the enterprise. However, it didn’t really help us answering the first research question whether the concept of gamification can be viable within business organizations, and more specifically, whether “play” is compatible to “work”. Therefore, now we will summarize some theoretical considerations which help us answer this question. 2.2.1 The Traditional Concept - “Work” as Opposite to “Play” There is a famous quote from Frederick Taylor saying that: “It is a matter of ordinary common sense to plan working hours so that the workers can really work while they work and play while they play, and not mix the two” [Taylor, F. 1911/2010]. The notion that “work” and “play” are opposite concepts and cannot be mixed is still widely spread, although some research papers emphasize the contextual embeddedness of this view. Donncha Kavanagh (2011) for example delivers very good description of how this traditional dichotomy evolves and breaks down over the time. The author sees the “work” and “play” relationship as central for the discipline of management studies. He argues that at its birth management studies has constituted “work” as a “good object” and “play” as a “bad object”, and that this has structured the discipline’s evolution. According to Kavanagh, the current state of the discipline is the growing interest in play. The author is turning to the birth of management studies (mid to late 19th century in USA, where largescale enterprises first developed and lead to the emergence of a new managerial class and ideology) to see how the discipline might and should evolve into the future. Kavanagh (2011) ascribes the idealization of work as good to the legacy of the Protestant Reformation (1517-1648). Central to Calvinist and Lutheran thinking was the idea that hard work and a frugal lifestyle were at the heart of an individual’s calling and success. Work was virtuous, not only because of its social and material benefits, but also because it marked out the individual as one who was predestined to be saved by God. As Max Weber (1930/2002) has well demonstrated, capitalism was fundamentally influenced by Protestantism (in its various forms), thus it is not a surprise that it also influenced the nascent discipline of management studies, which was centrally concerned with analysing the practice of capitalism. While “work” was seen as sacred, sign of salvation and protection from temptation, “play” was seen as something bad, useless and even immoral. For example: puritans disapproved of activities that were exclusively aimed at providing or enhancing enjoyment, such as sport, acting and theatre, which they considered sinful; widely spread was the notion that non-working time, or play time should be properly 21 regulated and controlled, only “to do good”, to recreate after the hard work, in order to be fit to work again; the utilitarian philosophy rising during the nineteenth century viewed activities, which are not concretely useful as worthless and immoral. According to Kavanagh (2011), the notion that “work” was good and “play” – bad, was reinforced during the 19th century as industrialization worked to separate work and play into opposing categories (like in Taylor’s quote). He argues that the modern distinction between the ideas of work and leisure, like the regular alternation of work and leisure was a product of industrial capitalism. Another author – Burke - has a similar view claiming that: “the very idea of a history of leisure before the industrial revolution is an anachronism“[Burke, 1995]. Therefore, the traditional concept of “work” and “play”, considering them as separate categories has its historical context and is not transcendentally valid. 2.2.2 Move Toward Fusion of “Work” and “Play” According to Kavanagh (2011), after the industrial revolution there was a move away from the idealization of “work” as good and “play” as bad, to a more nuanced, ambiguous understanding of the concepts. Some influence came from the Enlightenment, during which reason and cognition (in other words “thinking work”) came to be celebrated and manual work in opposition - was associated with toil and pain. Similar ideas also run through the influential writings of Marx and Engels, who criticized the brutalizing and alienating nature of factory-work in the mid-19th century [Kavanagh, D. 2011]. Marx posited that human identity is founded on work; man is “homo faber” (the worker); but capitalism turns work into something that is unwanted, and because of this work comes to be interpreted in instrumental ways, as merely a (painful) means to an end rather than an end to itself [Kavanagh, D. 2011]. However, while Marx writings were influential in Europe, they made little if any impact on the emerging discourse of management studies, and, if anything, were seen to be in opposition to the discipline’s core beliefs. In fact nothing significant was written about play/non-work in the early twentieth century in the management studies, which may be interpreted as evidence for the general disdain for play [Kavanagh, D. 2011]. In the same time some of the major figures in sociology (Simmel, Mead and Goffman) found play as an important topic [Kavanagh, D. 2011]. Simmel saw the primary process of society as, what he terms, “sociability”, which he argues is most manifest in play and in art. Sociability he states is the seemingly “idle”, “pointless” interaction for its own 22 sake, which is “the ground tone”, “the very essence” of society as such [Kavanagh, D. 2011]. George Mead sees in play the essence of the socialization process. In play-acting, the child is imagining itself as if it was another, and through doing so builds an understanding of both self and other and the relationship between both [Kavanagh, D. 2011]. Goffman further elaborates this idea by arguing that organizations are the institutionalized performances of actors engaged in dramatic roles and that the individual person learns to assume masks that correspondent to various social and organizational parts that they play [Kavanagh, D. 2011]. However, the social theory writings on “play” have had at least until recently relatively little impact in management studies. Rehn (2008) gives a possible explanation of this: “an important part of the management scholar’s self-identity is the capacity to position his or her research in a way that conveys seriousness” [Rehn, A. 2008]. On these grounds it is understandable why “play” was firstly disdained and categorized as something bad, worthless, opposite to work. However, with the evolution of the discipline this dichotomy broke down and “play” turned into attractive source of management techniques and practices [Kavanagh, D. 2011]. As Wilensky put it in 1960 “whatever split between labor and leisure industrialization brought in the past, modern society moves now toward a fusion of the two: work it is said is becoming more like play, and play more like work” [Wilensky, 1960]. 2.2.3 Current Situation – Blurring Boundaries between “Work” and “Play” Based on the examples adduced above we can claim that management has certainly taken a turn towards play in recent years, however the question is how far has this process developed. Here we can employ the paper “Playbour, farming and leisure” by Joyce Goggin, where she discusses trends in production and organization including “activities or modes of being that, until fairly recently, would have been experienced or thought of as playful, fun, or associated with well-defined sphere of leisure activities” [Goggin, 2011]. The author states that “play” has long been associated with buoyancy, gratuity and voluntarism, and opposed to a symmetrical set of definitive characteristics that supposedly distinguished “work” as being purpose-driven, profit-motivated and obligatory. Then she argues that “we are currently experiencing a progressive mixing of these two categories and their characteristics. “Work” and “play” have in numerous contexts somehow changed places and or come together to form striking hybrids. Aspects of what have once been thought of as “play” and “games” are being made profitable or 23 introduced to work settings” [Goggin, 2011]. Although Goggin doesn’t explicitly mention enterprise gamification, her description of the work/play-hybrids sounds very similar to the concept, thus we can adopt it in our considerations. The author gives two interesting examples of such work/play-hybrids, which she also calls “playbour”. The first one is about video game modders – fans who modify games. According to Goggin (2011), in the process of modding they take creative risks that the industry eschews and so they are “an important source of value for the games industry” [Kücklich 2005], although they are rarely paid for that. By deploying “a range of techniques, from changing characters’ appearances… designing new scenarios, levels, or missions, up to radical departures that amount to building a whole new game… using various authoring tools” [de Peuter Dyer-Witheford 2005], modders produce a significant amount of content for the industry that “enables an immersive play experience” and is itself the product of such an experience [de Peuter and Dyer-Witheford, 2005]. The extraction of enormous amounts of work from “a skilled labor force for little or no initial cost” [Goggin, 2011] relies on the notion that modding is a leisure activity, “an extension of play” [Goggin, 2011]. According to Goggin (2011), this is an indication that in the entertainment industries, “the relationship between “work” and “play” is changing, leading… to playbour” or a condition where “work is play and play is work” [Dibbell 2006 cited in Goggin]. She claims that these people do not necessarily see their input as being directly valuable and thus don’t see themselves as being exploited as source of free labor. They are having fun, extending their playing experience and making it more immersive, while contributing to financial prosperity of the entertainment industry. Yee (2006) further elaborates on this idea arguing that creating labor of fun is “especially the case in the gaming industry where it is common to hire employees whose passion match the business endeavor”. This way, “work” and “play” become undistinguishing from one other” [Yee, 2006]. Goggin’s second example is about “gold farmers” – workers (predominately in China), which are paid to “grind” virtual items and power-level avatars in game worlds, which are then sold on the Internet for real money. According to Dibbell (2007), there are thousands of such facilities (called “sweatshops”) all over China, employing an estimated 100,000 workers for twelve hours a night, seven nights a week, and yearly they produce $1.8 billion worth of virtual items for trade worldwide [Dibbell 2007]. Based on some research with the workers the author states that they overwhelmingly seem to agree with one interviewee who explained: “it’s not all work. But there’s not a big difference 24 between play and work” [Dibbell 2007]. Yet another farmer on the same grind said: “it’s instinctual – you can’t help it. You want to play”. One other sweatshop employee who was about to move on to another job when interviewed, explained that he would “miss this job… it can be boring, but I still have sometimes a playful attitude… I loved to play because when I was playing, I was learning” [Dibbell 2007]. In both examples given by Goggin, people play games and by doing so produce real income. While modders do this unconsciously and are not interested in any material benefits, “gold farmers” do this mainly to earn their living, although they are sometimes having enjoyment as well. It seems that in their current forms “work” and “play” have become very slippery categories. From this statement logically follows the question how they still can be distinguished. 2.2.4 What Still Makes the Difference? According to Goggin (2011), the worker’s attitude or orientation is important, and the “competing notions of engagement, subjectivity and agency” [Goggin, 2011]. Another statement comes from Bolton and Houlihan. In their work “Are we having fun yet? A consideration of workplace fun and engagement”, they argue that: “whether or not something is playful or fun has to do with one’s attitude when approaching and executing it, as well as with the very conditions, rules and goals around which the activity is structured. Whether or not something counts as mere play as opposed to work hinges not only on the question of wages but also on the question of agency: who decides when I will work? Do I have a choice? Am I taking on an activity purely for the sake of my own amusement?” [Bolton and Houlihan 2009]. Another great help for distinguishing the two categories comes from Mark Twain’s novel “The Adventures of Tom Sawyer”. There the main character in the story - Tom Sawyer - has the task to whitewash a fence on Saturday, while his friends are enjoying their free time. By pretending that this task is much fun, he convinces his friends to whitewash the fence for him in exchange for treasured items. So they end themselves paying for the privilege of working, because they don’t perceive their activity as labor, but as fun. It seems that the border between “work” and “play” is to a high extent a matter of personal perception. However, an activity can be perceived as “play” only when it has high degree of voluntarily and agency. This statement recalls Huizinga’s understanding of “play” as “disinterested”, “voluntary” and with “no goal outside itself” [Huizinga 1938/1955]. 25 Even though “playbour” is a source of significant financial benefits for some companies, and employees have some enjoyment by completing their “playbour” jobs, some concerns were raised against it. Postigo for example sees playbour as “an emerging form of labor exploitation and not a joyful, poststructuralist dissemination of ludicity” [Postigo 2003, cited in Kücklich 2005]. According another author “the universal law of instrumentalization in the continuing postmodern era is capable of absorbing play…play might be made to earn its living like everything else” [Connor, 2005 ]. The same fear is shared by Maurizio Lazzarato by claiming that forms of playfulness such as creativity, communication, emotion, cooperation, and values are currently extraordinary being put to work [Lazzarato, 1996]. 2.2.5 The Concept of “Flow” About 30 years ago, with an intention to explain happiness, Mihaly Csikszentmihalyi found “Flow” - the feeling of complete and energized focus in an activity, with a high level of enjoyment and fulfillment. At that time, the author was fascinated by artists, especially painters, who would essentially get lost in their work, disregarding their needs for food, water, sleep, etc.29 Thus, by trying to understand this phenomenon, Csikszentmihalyi began research on their and later, on similar optimal experiences. In the 1980s and 1990s the concept attracted big interest among the psychology guild and flow research became prevalent. The flow theory has a high relevance to the current thesis, because it helps us to reveal the layer beyond the artificial distinction between “work” and “play”. It focuses on the analysis of a mental state of the individual, which can be observed by activities commonly classified as both – “work”-related and “play”-related. This mental state, called “flow”, emanates from intrinsically motivated, or autotelic activity: “activity rewarding in and of itself (auto=self, telos=goal), quite apart from its end product or any extrinsic good that might result from the activity.” [Csikszentmihalyi and Nakamura, 2002]. Csikszentmihalyi and his research fellows examined the optimal experiences of various social actors who emphasized enjoyment as the main reason for pursuing an activity. The research base was wide – from gamers (where the intrinsic rewards are salient) to surgeons (where the extrinsic rewards of money and prestige could be themselves justifying participation). This way they mapped the general characteristics of the optimal 29 http://bit.ly/WQA3ld 26 experience and its proximal conditions, finding out that “the reported phenomenology was remarkably similar across play and work settings” [Csikszentmihalyi and Nakamura, 2002]. According to Csikszentmihalyi and his research fellows (2002), under following conditions an activity evolves into flow experience: Perceived challenges, or opportunities for action, that stretch (neither overmatching nor underutilizing) existing skills; a sense that one is engaging challenges at a level appropriate to one’s capacities. Clear proximal goals and immediate feedback about the progress that is being made. The authors argue that being “in the flow” is the way that some interviewees described the subjective experience of engaging just-manageable challenges by tackling a series of goals, continuously processing feedback about progress, and adjusting action based on this feedback. Under these conditions, experience seamlessly unfolds from moment to moment, and one enters a subjective state (flow) with the following characteristics: Intense and focused concentration on what one is doing in the present moment. Merging of action and awareness. Loss of reflective self-consciousness (i.e., loss of awareness of oneself as a social actor). A sense that one can control one’s actions; that is, a sense that one can in principle deal with the situation because one knows how to respond to whatever happens next. Distortion of temporal experience (typically, a sense that time has passed faster than normal). Experience of the activity as intrinsically rewarding, such that often the end goal is just an excuse for the process. When in flow, the individual operates at full capacity [cf. de Charms, 1968; Deci, 1975; White, 1959]. Csikszentmihalyi et al. describe the state as “one of dynamic equilibrium” [Csikszentmihalyi et al. 2002]. It is meant that entering flow depends on establishing a balance between the subjectively perceived action capacities (skill level) and subjectively perceived opportunities (challenge level). According to the authors, the balance is intrinsically fragile. If challenges begin to exceed skills, one first becomes vigilant and 27 then anxious; if skills begin to exceed challenges, one first relaxes and then becomes bored (see Figure 4: Skill & Challenge Levels, Csikszentmihalyi, M (1997). How to enter and stay in the flow? According to Csikszentmihalyi, one cannot force oneself to enter flow. It just happens. Although it is most likely to occur when one is wholeheartedly performing a task or activity for intrinsic purposes, the state can be principally entered while performing any activity. However, passive activities like taking a bath or watching TV usually don’t elicit flow experiences as individuals have to actively do something to enter a flow state30. Attention plays a key role in entering and staying in the flow. Entering flow is largely a function of how attention has been focused in the past and how it is focused in the present by the activity’s structural conditions. Interests developed in the past will direct attention to specific challenges. Clear proximal goals, immediate feedback, and just-manageable levels of challenge orient the individual, in a unified and coordinated way, so that the attention becomes completely absorbed into the stimulus field defined by the activity. Attention is taken up entirely by the challenges being engaged. The passing of time, a basic parameter of experience, becomes distorted because attention is so fully focused elsewhere. Staying in the flow requires that attention be held by this limited stimulus field, which happens by increasing the challenges. “When attention is completely absorbed in the challenges at hand, thoughts, feelings, wishes, and actions are in concert”31. The flow state is intrinsically rewarding and leads the individual to seek to replicate flow experiences. This introduces a selective mechanism into psychological functioning that fosters growth. In order to continue experiencing flow, the individual must identify and engage progressively more complex challenges. This way the individual improves his/her skills, achievements and satisfaction. According to Csikszentmihalyi, this account of flow has been proven remarkably robust and the experience is the same across line of culture, class, gender, age and types of activity. The concept of the flow is central for the current thesis. This state of mind beyond “work” and “play”, when “the individual operates at full capacity”, “fully immersed in a feeling of energized focus” and filled with “spontaneous joy, and even rapture” marks the case when the application of gamification principles and techniques within business 30 31 http://bit.ly/4akhtJ Ibid. 28 organizations is not only appropriate, but even requirable. Thus, bringing employees to the flow is the ideal model that companies should strive for, when applying games/game elements into the workplace. On these grounds, we will consider this case as a base for elaborating our framework for approaching enterprise gamification. Later on, in the research part, we will analyze the current efforts of some companies to apply games/ game elements from this perspective. Here, logically comes the question of how can we investigate whether the undertaken initiatives foster flow. Considering the wide research base, accessibility issues and limited resources, one can state that it is not possible to verify if the individuals involved have experienced flow. Csikszentmihalyi helps us here arguing that companies can shape activity structures and environment so that they foster flow or at least obstruct it less. Thus, we will investigate whether the conditions for entering flow have been fulfilled by the undertaken initiatives. This means, on one side to examine whether the activities have been structured, so that they evolve into flow experience (including clear proximal goals, immediate feedback about the progress and dynamic balance between perceived skills and challenges) and on the other side – whether the initiatives correspondent to the interests of the involved individuals (as described above the personal interest directs the attention). 2.2.6 User Motivation for Getting Involved into Gamified Activities In order to further elaborate on our theoretical model we have to mark what is meant with “interests of the involved individuals”. There is a wide variety of possible interests and motivations that drive individual behavior, so we have to somehow narrow the perspective. In our case the “involved individuals” have two roles – on the one hand they are employees and on the other hand – game players. Therefore, we will sketch some typical motivations and behavior drivers for these two roles. Employee We will not spend so much time on the employee motivation, because it is a very prominent topic and the intention of including it here is just to give us an orientation, where to focus our attention. According Herzberg's “two-factor model of motivation”, money is a motivator, however it tends to have a motivating effect on staff that lasts only for a short period. Abraham Maslow's theory of motivation and Douglas McGregor's “theory X and theory Y” (pertaining to the theory of leadership) demonstrate that praise, 29 respect, recognition, empowerment and a sense of belonging are far more powerful motivators than money32. Game player To my knowledge, R. Bartle first tried to outline different types of motivation and behavior of game players. Although his work is based on specific genre - MUDs (MultiUser Dimension – a multiplayer real-time virtual world, combining elements of roleplaying games, hack and slash, player versus player, interactive fiction, and online chat)33, it provides useful means to examine game audience in general. According to Bartle, not all players play for the same reasons, or in the same way. He outlines four types of players - socializers, achievers, explorers, and killers - each with different motivations, in-game behaviors, and play styles. These types arise from the interrelationship of two dimensions of playing style: action versus interaction, and worldoriented versus player-oriented. Bartle introduces following “Interest Graph” to visualize his model. The axes of the graph represent the source of players' interest in a MUD. The x-axis goes from an emphasis on players (left) to an emphasis on the environment (right). The y-axis goes from acting with (bottom) to acting on (top). The four extreme corners of the graph show the four typical playing preferences associated with each quadrant. Figure 5: Bartle’s Interest Graph According to Bartle, most players lean at least a little to all four, but each tends to have some particular overall preference. Here comes an interesting description of the player types: 32 33 http://en.wikipedia.org/wiki/Motivation http://en.wikipedia.org/wiki/MUD 30 Achievers are acting on the world, interested in doing things to the game. They are proud of their formal status in the game’s built-in formal hierarchy, and of how short a time they took to reach it. These players regard points-gathering and rising in levels as their main goal, and all is ultimately subservient to this. Exploration is necessary only to find new sources of treasure, or improved ways of wringing points from it. Socializing is a relaxing method of discovering what other players know about the business of accumulating points, that their knowledge can be applied to the task of gaining riches. Killing is only necessary to eliminate rivals or people who get in the way, or to gain vast amounts of points (if points are awarded for killing other players). Achievers say things like: "I'm busy.", "Sure, I'll help you. What do I get?", "So how do YOU kill the dragon, then?", "Only 4211 points to go!" Explorers are interacting with the world, interested in having the game surprise them. They are proud of their knowledge of the game's finer points, especially if new players treat them as founts of all knowledge. These gamers try progressively esoteric actions in wild, out-of-the-way places, looking for interesting features and figuring out how things work. Scoring points may be necessary to enter some next phase of exploration, but it's tedious, and anyone with half a brain can do it. Killing is quicker, and might be a constructive exercise in its own right, but it causes too much hassle in the long run if the deceased return to seek retribution. Socializing can be informative as a source of new ideas to try out, but most of what people say is irrelevant or old. The real fun comes only from discovery, and making the most complete set of maps in existence. Explorers say things like: "Hmm...", "You mean you don't know the shortest route from x to..?", "I haven't tried that one, what's it do?" Socializers are interacting with other players, interested in people and what they have to say. These players are proud of their friendships, their contacts and their influence. The game is merely a backdrop, a common ground where things happen to players. Inter-player relationships are important: empathizing with people, sympathizing, joking, entertaining, listening, even merely observing people play can be rewarding - seeing them grow as individuals, maturing over time. Some exploration may be necessary so as to understand what everyone else is talking about, and points-scoring could be required to gain access to neat communicative spells available only to higher levels (as well as to obtain a certain status in the 31 community). Killing, however, is something only ever to be excused if it's a futile, impulsive act of revenge, perpetrated upon someone who has caused intolerable pain to a dear friend. The only ultimately fulfilling thing is not how to raise levels or kill other players. It is getting to know people, to understand them, and to form beautiful, lasting relationships. Socializers say things like: "Hi!", "Yeah, well, I'm having trouble with my boyfriend.”, "What happened? I missed it, I was talking." Killers are acting on other players, interested in doing things to people. They are proud of their reputation and of their oft-practiced fighting skills. Killers get their kicks from imposing themselves on others. Commonly they attack other players with a view to killing off their persona. The more massive the distress caused, the greater the killer's joy at having caused it. Normal points-scoring is usually required so as to become powerful enough to begin causing havoc, and exploration of a kind is necessary to discover new and ingenious ways to kill people. Even socializing is sometimes worthwhile beyond taunting a recent victim, for example in finding out someone's playing habits, or discussing tactics with fellow killers. They're all just means to an end, though. Killers say things like: "Ha!", "Die!", "Die! Die! Die!" (Killers are people of few words). Bartle’s model provides an important foundation in understanding the motivations of different players, but it suffers from some significant weaknesses. In his paper “Motivations of Play in MMORPGs” Nick Yee summarizes them as follows: “First, the proposed components of each player type may not be highly correlated. For example, the desire to chat may be uncorrelated with the desire to role-play. Second, the proposed types might be overlapping and not truly distinct types. For example, a member of a raidoriented guild may be equally an Achiever and a Socializer at the same time. Bartle’s model forces this player to be either one or the other” [Yee, N. 2005]. To resolve these weaknesses, Yee offers a refined and empirically grounded model, based on wide research on MMORPG (Massively multiplayer online role-playing game) players. The updated model has three main components and 10 subcomponents, whereat the subcomponents within the same main component are correlated with each other but largely uncorrelated with subcomponents from the other two main components. Here are the groupings: Achievement: Advancement, Mechanics, and Competition 32 Social: Socializing, Relationship, Teamwork Immersion: Discovery, Role-playing, Customization, Escapism Yee is careful not to describe his work as player types and calls the groupings “overlapping sets of psychological and social motivations based on player behavior and preferences”. Here follows a useful description of the sets (see also “Figure 6: Yee’s Components & Subcomponents”). Achievement Component Advancement Players who score high on this motivation derive satisfaction from reaching goals, leveling quickly and accumulating in-game resources such as gold. They enjoy making constant progress and gaining power in the forms offered by the game - combat prowess, social recognition, or financial/industrial superiority. Mechanics Players who score high on Mechanics derive satisfaction from analyzing and understanding the underlying numerical mechanics of the system. Their goal in understanding the underlying system is typically to facilitate templating or optimizing a character that excels in a particular domain. Competition Players who score high on this subcomponent enjoy competing with other gamers on the battlefield or economy. They also enjoy the power that derives from beating or dominating other players. Social Component Socializing Players who score high on this subcomponent enjoy meeting and getting to know other gamers. They like to chit-chat and gossip with other players as well as helping out others in general. Relationship Players who score high on this subcomponent are looking to form sustained, meaningful relationships with others. They typically seek out close online friends when they need support and give support when others are dealing with real crises or problems. Teamwork 33 Players who score high on Teamwork enjoy working and collaborating with others. They would rather group than solo, and derive more satisfaction from group achievements than from individual achievements. Immersion Component Discovery Players who score high on Discovery enjoy exploring the world and discovering locations, quests or artifacts that others may not know about. They enjoy collecting information, artifacts or trinkets that few others have. Role-Playing Players who score high on Role-Playing enjoy being immersed in a story through the eyes of a character that they designed. Also, they enjoy roleplaying their characters as a way of integrating their character into the larger ongoing story of the world. Customization Players who score high on this subcomponent enjoy customizing the appearance of their characters. It is very important to them that their character has a unique style or appearance. Escapism Gamers who score high on Escapism use the environment as a place to relax or relieve their stress from the real world. These players may use the game as a way to avoid thinking about their real problems or in general as a way to escape. What makes Yee’s component model so useful is that players get scores on every motivation component. In other words, a player can score high on Advancement and Socializing at the same time where neither motivation is subservient to the other. More importantly, the components model can differentiate this player from another player who scores high on Advancement but low on Socializing. Actually, low scores are just as interesting as high scores, so it is very useful to have means to track them. The components model allows us to take into account dislikes as well as preferences. However, the proposed updated model also has its weaknesses. The primary one is that the resulting components are depending on the initial inventory set derived particularly from MMORPGs. Thus, it is possible that other motivations exist that are unaccounted for. In the best case, the model should be adapted to the context of the particular 34 application, so that the categorization of players/users occurs within this context. However, Yee’s component model is a great help for us to articulate the motivational differences among the involved individuals and to understand the possible complex behaviors and interactions in game/game-like environments. 2.2.7 Wrapping Up the Theoretical Framework and Defining Working Hypotheses In the previous paragraphs we referred to our first two research objectives: 1) to examine whether the concepts of “work” and “play” are substantially compatible; and 2) to mark what has to be considered when applying games/game elements within business organizations. First, we started with a review of two precursors of the gamification-ofwork movement, which helped us develop an intuition how to approach the topic and gave us awareness of possible pitfalls associated with implementing game and fun elements into the workplace. The Soviet precursor proved to have bigger overlap with the gamification-of-work movement. Aiming to increase productivity, while not relying on capitalist motivators as competition and material incentives, Soviet leaders implemented game scenarios, metrics and incentives into the “entire bulky hierarchy of the Soviet industrial production system” [Zemtsov, I. 1991]. By some accounts, the productivity has been indeed improved, but these measures lead to overall coercion and oppression, and castigation of those who have failed to live up with the high expectations. Thus, “socialist emulation became a dystopian management culture in which workers were expected to “voluntary” meet even-higher production quotas”. When introducing fun and playful elements, the American precursor movement aimed at fostering intrinsic motivation, because it is required in the particular production, or just because it is for free. While some measures proved to be able to generate organizational energy, dispel nervousness, diffuse conflict, enhance team spirit, improve task performance, etc. the main message here is that out of control competitive fun has serious negative repercussions. Mandatory enthusiasm as “laughter targets” and “pieces of flair” is often perceived as oppression from the employees and reminds of the socialist dystopian management culture, demanding from workers not only to obey, but actively to profess to love it [Fisher 2009]. Some critics see fun at work and corporate play as new forms of informal control by corporations over their employees, trying to harness traditionally none-employment oriented values as self-expression. On these grounds, we can conclude that introducing fun and playful/ game elements into the workplace might give rise to perceived coercion and oppression, which can lead to serious negative repercussions. 35 After reviewing the precursors of gamification-of-work, we focused on answering the question whether the concepts of “work” and “play” are substantially compatible. Here, we explained that the traditional view of “work” as antithetical to “play” is contextual embedded and therefore, not transcendentally valid. Then, we studied how with the evolution of management studies the “work” and “play” dichotomy broke and some “playbour”- hybrid forms emerged. The presented cases 1) modders having fun and immersive play experience, while unconsciously contributing to the financial prosperity of the entertainment industry; and 2) “gold farmers” making their living by playing games, while still having some enjoyment; demonstrated how blurry the boundaries between “work” and “play” have become nowadays. However, with some help from Goggin, Mark Twain and Huizinga we figured out that distinguishing between “work” and “play” is mainly a matter of personal perception. Nevertheless, a playful attitude requires a high degree of voluntariness, agency and no goal outside itself. Summarizing the outcomes of the current and the previous paragraph, we can state that applying fun and game elements into the workplace is a powerful tool for improving employee performance and satisfaction, but if there is not enough room for voluntariness and agency, it can also lead to serious negative repercussions. After proving that “play” is not only substantially compatible with “work”, but even requirable for the optimal functioning of the business organisation, and after outlining, what has to be considered by applying fun and game elements into the workplace, we introduced the concept of the “flow”. Thereby, we stated that bringing employees to the flow is the ideal model that companies should strive for, when applying games/game elements into the workplace. On these grounds, in the research part of the current paper we will examine whether the conditions for entering flow have been fulfilled in the analyzed gamified initiatives. Thus, we will investigate how the structure of the activities has been shaped and how the initiatives correspondent to the interests of the involved individuals. When aiming at investigating the structure of gamified activities, logically raises the matter of categorizing the activities, in order to compare the outcomes. The question here is how the analyzed activity refers to the business process, which it is part of. According to the organizational theory, a business process can be decomposed into several subprocesses, which have their own attributes, but also contribute to achieving the goal of the super-process. The analysis of business processes typically includes the mapping of processes and sub-processes down to activity level. However, since 1) our resources are 36 limited; and 2) our aim by clustering the activities is simply to be able to compare the outcomes; we don’t need such high level of precision as delivered by the process mapping. Thus, we will examine the goals of the gamified initiative and the level of complexity of the implementation (is it a simple tool, or a comprehensive enterprise solution). Trying to make a prediction about which activities are most likely to be gamified, when thinking through the classical business process categories - management, operational and support processes – is very hard. According to Byron Reeves and J. Leighton Read (2009), every work task can be gamified. The authors argue that they found evidence in every category of serious work they examined. “Gamers organize, categorize, analyze, evaluate, diagnose, invent, buy, sell, lead and follow” [Reeves and Read 2009]. Reeves, Read and their research fellows list forty work categories that can be linked to tasks fulfilled in MMORPGs. They found evidence for tasks typical for all three classical business process categories. Based on the intuition developed from the theoretical considerations and the analysis presented above, we are formulating following working hypotheses: Considering the requirement for high degree of agency and voluntariness, we assume that gamified activities are more appropriate, when the tasks are not obligatory and allow agency. A playful attitude also requires a goal outside itself. On these grounds and considering that the potential game players are employees at the same time, we assume that gamified initiatives should be linked to the motivators outlined by A. Maslow and D. McGregor: “praise”, “respect”, “recognition”, “empowerment” and “sense of belonging”. Extrinsic rewards can also be implemented, but should play secondary role. The third working hypothesis emanates from Yee’s “overlapping sets of psychological and social motivations based on player behavior and preferences”. We assume that not all sets are to the same extent appropriate for being employed within business organizations. We suppose that: 1) the Social component with its three sub-components is very common and appropriate; 2) the subcomponents “advancement”, “mechanics”, “discovery” and “customization” can also easily align with business goals; 3) “competition” has high relevance to the business environment, but as outlined above, it can easily lead to perceived coercion and oppression, as well as castigation of those who have failed to live up with the high expectations; 4) the sub-component “role playing” is a bit distanced and therefore 37 not really functional; and 5) “escapism” as an expression of the willingness to relax and escape is not really appropriate and can be even contra productive in this context. 38 Chapter 3 Empirical Ascertainment In the previous chapter we constructed theoretical framework helping us to approach the implementation of game/game elements within business organizations. In doing so, we achieved our first two research objectives. Now, we will proceed to our third research objective, namely to examine available implementations of enterprise gamification. The underlying purpose here is to prove the constructed framework by examining the phenomenon enterprise gamification in its real-world contexts, so that we can adjust the framework according to the reality, and deliver comprehensive and credible theoretical construct at the end of the paper. Before presenting the results from the empirical research, we will give an overview of the applied research methodology. 3.1. Research Methodology In this section we will first describe the research objective and the research design of the following empiric study and then we will top it off with a critical review of the applied research methodology. 3.1.1. Objective As already mentioned in the introduction of this chapter, the objective of the subsequent empiric research is to prove the constructed theoretical framework by examining how the concept of enterprise gamification has been implemented in the practice so far. 3.1.2. Research Design & Research Method 3.1.2.1. Qualitative vs. Quantitative Research Design As previously emphasized, implementations of the enterprise gamification concept are just emerging. In order to overcome this lack of proven knowledge and experience qualitative research approaches are more appropriate than quantitative. They provide “diverse and profound insights into the objective of the study” [Kuß and Eisend, 2010] and seek to “understand phenomena in context specific settings” [Golafshani, 2003]. 39 These approaches are specifically helpful when analysing “the connection between theory and reality” [Kuß and Eisend, 2010], which is namely the case in the current paper. On these grounds, we can claim that by applying qualitative research approaches we will be able to gather data, which helps us to achieve our research objective. However, the disadvantage of qualitative research is that it deals with less representative samples and provides less quantifiable statements. Thus, we have to consider that the “findings will not allow hard and rapid conclusions” [Kuß and Eisend, 2010]. Being more specific, we are going to conduct the three main types of research - exploratory, descriptive and explanatory, but we will focus more on the first two. The main aim of explanatory research is to identify any causal links between the factors or variables that pertain to the research problem34. The potential findings of such kind of research are quite interesting and we will not ignore them, but they are not that useful for achieving our research objective. Bearing in mind that our aim here is to prove the compatibility of the proposed theoretical framework with the reality, the explorative and descriptive research will help us gather more focused information. According to Kuß and Eisend (2010), explorative research compensates a lack of knowledge by gaining insights into the problem area. Thus, it is most useful and appropriate for projects that are addressing a subject about which there are high levels of uncertainty, and when the problem is not very well understood. The main aim of the exploratory research is to identify the boundaries of the environment in which the problems, opportunities or situations of interest are likely to reside, and to identify the salient factors or variables that might be found there and be of relevance to the research. The main aim of descriptive research is to prove an accurate and valid representation of the factors or variables that are relevant to the research question. None of the three research types can provide the full spectrum of information we need, therefore we will combine them. 3.1.2.2. Research Method The research method we are going to apply here is the case study research. Robert Yin defines this method as “an empirical inquiry that investigates a contemporary phenomenon within its real-life context” [Yin, 1984]. The author also states that it is best suitable for studying complex social phenomenon and for questions about “how” and “why”. Our research objective is to prove the proposed theoretical framework by examining how the concept of 34 http://bit.ly/XR4sfy 40 enterprise gamification has been implemented so far. Thus, it fully matches the characteristics described by Yin and we can claim that this method is suitable for being applied in the current study. “Many well-known case study researchers such as Robert E. Stake, Helen Simons, and Robert K. Yin had written about case study research and suggested techniques for organizing and conducting the research successfully” 35. Here are six steps that one can follow to ensure that the method is applied properly: 1) Determine and define the research questions; 2) Select the cases and determine data gathering and analysis techniques; 3) Prepare to collect the data; 4) Collect the data in field; 5) Evaluate and analyze the data; and 6) Prepare the report. 3.1.2.3. Following the 6 Steps for Organizing Case Study Research Successfully 3.1.2.3.1. Determine and Define the Research Questions The first step is to establish a firm research focus, to which we can refer over the course of study of the complex phenomenon. Here, we will outline the purpose of the study, the research object, the research questions and the theoretical propositions. The latter are very important, because they guide the collection and the analysis of the data by focusing the attention, limiting the scope and suggesting possible links between phenomena. They are based on the theoretical considerations and similar to the hypothesis by applying other research methods, they make an educated guess to the possible outcomes of the study. Purpose To prove the proposed theoretical framework by examining how the concept of enterprise gamification has been implemented so far. Research Object Available implementations of the enterprise gamification concept. Research Question How has the concept of enterprise gamification been implemented so far? Theoretical Propositions When studying how the concept of enterprise gamification has been implemented so far, we are going to refer to the ideal model outlined in the theoretical considerations. There, we stated that bringing employees to the flow is the ideal model that business 35 http://chesterrep.openrepository.com/cdr/bitstream/10034/100375/3/chapter%202.pdf 41 organizations should strive for when applying game/game elements into the workplace. Thus, we will examine whether the undertaken gamified initiatives foster flow and particularly, whether the conditions for entering flow have been fulfilled by shaping the gamified activities. By revising the working hypotheses presented in the conclusion of the theoretical consideration, the following propositions emerge: Proposition 1 Similar to Byron Reeves and J. Leighton Read (2009), we propose that every work task can be gamified. Therefore, we will examine which part of the work has been gamified and will try to roughly categorize the results by means of the following categories: 1) classical types of work (managerial, operational and supporting); 2) objectives; and 3) level of complexity of the implementation (e.g. a simple tool or comprehensive enterprise platform). Proposition 2 One of our working hypotheses was that gamified activities are more appropriate when tasks are not obligatory and allow agency. Thus, in the current empirical research we will examine whether the gamified tasks are obligatory, and whether they allow agency. We propose that the gamified activities can be closely tied to the everyday tasks of the employees, but they should allow some agency. Proposition 3 Based on the structural conditions for fostering flow, we pose that the gamified activities provide 1) clear proximal goals; 2) immediate feedback about the progress been made; and 3) dynamic balance between skills and challenges. Proposition 4 According to the last condition for fostering flow, the gamified activities should correspondent to the interests of the involved individuals. As already stated, the users of the implementations have two main roles: 1) an employee; and 2) a game player. Therefore, we pose that the gamified activities employ motivators typical for both roles. To be more precise: P4a. The gamified initiatives should be linked to the employee motivators outlined by A. Maslow and D. McGregor: “praise”; “respect”; “recognition”; “empowerment”; and “sense of belonging”. Extrinsic rewards can be also implemented, but should play secondary role. 42 P4b. Yee’s “overlapping sets of psychological and social motivations based on player behavior and preferences” - Achievement (“advancement”, “mechanics”, “teamwork”); “competition”); and Social Immersion (“socializing”, (“discovery”, “relationship”, “role-playing”, “customization”, “escapism”) should also be intensively employed in the gamified activities. However, as already stated, not all sets are very appropriate for implementation in business organizations. We pose that the Social component with its three sub-components (“socializing”, “relationship” and “teamwork”) is common and appropriate. The subcomponents “advancement”, “mechanics”, “discovery” and “customization” can also align with business goals. The motivator “competition” has high relevance to the business environment, but it should be implemented in healthy levels, because it can lead to coercion, oppression and castigation of those who have difficulties with the high expectations. The sub-component “role playing” is a bit distanced and therefore not really functional. “Escapism” as an expression of the willingness to relax and escape is not really appropriate and can be even contra productive in this context. 3.1.2.3.2. Select the Cases and Determine Data Gathering and Analysis Techniques In this section we define cases to examine and select data-gathering and analysis strategies. Single vs. Multiple Cases As our research object - available implementations of enterprise gamification - is multiple and there are many real-life cases that reflect the research question, we are going to conduct a multiple case study. According to Yin (2003), when examining multiple cases, each case is treated as a single one, but each case conclusion can be considered in the light of the multiple-case phenomenon. This approach enables us to explore differences within and between the cases and thus, to gather more comprehensive knowledge about the variety of real-life enterprise gamification implementations. 43 Instrumental vs. Intrinsic Case Study Our multiple case study is instrumental. We are going to try to understand the situation in each case, but its main aim is to provide insight that will help us to prove the theoretical framework. In this sense, the single cases play supporting role, facilitating our understanding of the viability of the concept within business organizations. Methods of Data Collection The information we strive for, concerns the internal functioning of business units, therefore it is often confidential and not so easily accessible. Additionally, the topic is most developed in USA and barely present in Europe. On these grounds, and considering the limited resources of a master thesis project, conducting direct observation, interviews in person and surveys as methods of data collection is unfortunately not realistic. Thus, we will collect the data by reviewing available on internet documentation, articles and videos about enterprise gamification. However, we will keep in mind that the gathered data might be to some extend shifted, because the published information comes mainly from proponents of the concept. The advantage of the selected data collection method is that it enables us to gather evidence from multiple real cases time- and cost-effectively. Methods of Data Analysis According to Yin (2003), there are two main strategies for analyzing collected data – “analytic strategy” and “case description”. We will apply the “analytic strategy”, because it relays on the propositions to guide the analysis. By the other strategy, the analysis is organized on the basis of description of the general characteristics and relations of the phenomenon in question. The analytic technic we are going to apply is “pattern matching”, which means “comparing if the initial predicted results have been found and alternative patterns are absent” and then, “the presence of certain explanations should exclude the presence of others” [Yin, 2003]. 3.1.2.3.3. Prepare to Collect the Data In this section of the paper researchers usually describe how they are going to organize the training of interviewers, the protocols, the pilot study, etc. This step is essential when there are many interviewers participating into the fieldwork, but for our case study it is not relevant. 44 3.1.2.3.4. Collect the Data As already stated above, we are going to apply the “analytic strategy” by evaluating the collected data, which means that the theoretical propositions will guide the analysis. In order to be more effective, we will try to collect data selectively, i.e. pick out characteristics relevant to the research propositions. 3.1.2.3.5. Evaluate and Analyze Data When analyzing the data we will use the following scheme to compare if the initial predicted results, i.e. the research propositions, have been found in the data (the technic “pattern matching”). According to Yin (2003), when a pattern from one data type is corroborated by the evidence from another, the finding is strong. Scheme for Case Analysis Case #: Name Indicating case name and number helps presenting the case analysis systematically. Overall description & Objectives of implementing games/game-elements This section and the following one refer to the first proposition, claiming that every work can be gamified. They give an overview and a context of the implementations, providing information on the objectives, business areas, complexity, etc. Which part of the work has been gamified? Are the gamified tasks obligatory? Do they allow some agency? This part of the analytic scheme refers to the second proposition, stating that gamified activities can be closely tied to the everyday tasks of the employees, but should allow some agency. Following indicators are kept in mind by performing the analysis: level of voluntariness, time and place restrictions, and strict directions on performing the gamified task. Do the gamified activities fulfill the structural conditions for fostering flow? This section refers to the third proposition – “Gamified activities provide 1) clear proximal goals; 2) immediate feedback about the progress been made; and 3) dynamic balance between skills and challenges”. 45 Do the gamified activities employ motivations typical for both roles performed by the users (employee and game player)? In this part we analyze, which motivations have been employed and how intensively. 3.1.2.3.6. Prepare the Report Here, we will present the evidence and give special attention to conflicted proposition. 3.1.3. Critical Review of the Research Methodology The first critique that might come regarding the selected case study method is that the findings might not allow hard and rapid conclusions. Indeed, this is the disadvantage of the method, but it has proved as being the most appropriative one, when examining just emerging contemporary phenomena within their real-life contexts [Yin, 1984], which correspondents to the aim of the current paper. Second objection might be raised regarding the collected data. Firstly, our research object “available implementations of the gamification concept within business organizations” is quite broad, thus systematic data gathering and analysis will be difficult. Nevertheless, we didn’t set any boundaries, because in order to construct a comprehensive and reliable theoretical framework we have to explore all available implementations and to cluster them according the findings. We admit that there is a risk of missing an important case, because we cannot guarantee that we have found all public available cases. However, by this knowledge level, there is no other way to achieve our research objectives. In order to ensure systematic data collection and analysis, we followed the six proposed steps for properly application of the method, defined propositions and introduced an analytic scheme. Secondly, there is always the risk that public available data, concerning the internal functioning of business units, is manipulated by the publisher. We realize that we cannot control this risk, because in the current situation it is not realistic to gather data from users of the application. 46 3.2. Research Results 3.2.1. Case Studies 3.2.1.1. Case 1: PlayVov Overall Description & Objectives of implementing games/game elements The collaboration platform provider Arcaris launched in November 2012 PlayVox - a “web platform that helps to improve employee motivation and talent management at contact centers through gamification.”36 It integrates HR processes with videogame dynamics and social psychology techniques in an effort to help organizations rise to the challenges of the industry – demotivation, low productivity and turnover (ibid). The idea to make contact centers more efficient and better place to work seems substantial, because according to Arcaris, 70% of the total cost in the industry is people. The introduction video37, targeted at supervisors and managers in contact centers, explains how this solution can help them to organize their work more effectively and achieve higher productivity, efficiency, and fellowship. It also says that: “with PlayVox you can easily communicate with and motivate your team through social collaboration tools; you can follow each of your agents and send messages to maintain constantly back; upload educational content to train new agents and generate public recognition for your best; give private coaching sessions with them, when you need it” 38. Which part of the work has been gamified? The platform optimizes HR processes and in particular - “internal communication process, training, feedback and coaching”39. According to the corporate website40, the gamified product has the following functionalities: Build a community - publish news, birthdays, events and keep agents up to date; Train agents in minutes - create, privately share and analyze trainings by the means of screencasts, video, audio; reward with Karma points, medals and badges for positive actions as completing quizzes; review analytics to monitor the 36 http://bit.ly/Twzn4D http://bit.ly/14Kzs8p 38 Ibid. 39 http://bit.ly/PAmDYF 40 http://www.arcaris.com/ 37 47 learning process of single members/ the entire team; track the impact of trainings with built-in assessment tools; Let agents collaborate to solve customer problems - capture ideas, promote teamwork; Communicate better with agents - give and ask feedback at the right moment and time; Are the gamified tasks obligatory? Do they allow some agency? PlayVox is a free platform offering an app-store with variety of gamification apps that can be used. Thus, it highly depends on the manager, which apps and tools are going to be implemented and how intensively are they going to be used. However, there is no data indicating that the core process of customer service has been gamified. On these grounds, I suggest that the platform users still have a high degree of agency by performing their everyday activities. One company using PlayVox is Groupon Inc. It operates a “deal-ofthe-day website that features discounted gift certificates usable at local or national companies”41. By October 2010, it served more than 150 markets and had 35 million registered users42. The Company started testing the PlayVox platform in March 201243. So far the tools were mainly used by the hiring and training processes. Time was saved by inviting applicants not in meeting rooms, but in online private PlayVox community. There, applicants created personal profiles and were given specific tests by the mangers in order to filter out unqualified personal. PlayVox was also used to offer e-learning courses for the newly hired and current agents. According to the article, “the largest benefit is that Groupon has been able to continuously train and have easily access to analytic results, ensure immediate results from each person taking the course”. An interesting statement comes from Carolina Bucarey, head of customer service at Groupon LatAm, saying that: “PlayVox lets us detect and make a quick diagnosis of underperforming agents or those who ignore certain important procedures in serving our customers.’’44 We suggest that this statement concerns the “detection of underperforming agents” and of “those who ignore certain important procedures” during the training process and not during the agents’ everyday core activities. So far, no evidence has been found on the option of tracking agents’ everyday core activities. However, “a next step for PlayVox will be to debut an enterprise version of the platform as the company considers 41 http://en.wikipedia.org/wiki/Groupon Ibid. 43 http://bit.ly/TGrRB0 44 http://bit.ly/XRekWN 42 48 deeper support and analytics capabilities through integrations with workforce management, CRM, and quality management systems.”45 Do the gamified activities fulfill the structural conditions for fostering flow? Here again, it highly depends on the manager which tools will be used and how intensively. Nevertheless, we can say that the three conditions are fulfilled, because the platform provides the following options: 1) to see achievements, ranks, goals that have to be achieved, number of points to reach the next level; 2) track the progress of single agents and of the entire team, give and receive immediate feedback; 3) uploaded training content and coaching sessions can be distributed precisely according to the skill levels of the uses. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? Extrinsic rewards as “Karma points” and badges (“Team Player”, “Company Energizer”, “Inspired Worker”, “Leader”, "Goal Master", etc.) have prominent role here. “Praise”, “respect”, and “recognition” are implemented through the publishing of achievements. “Sense of belonging” is also covered through the building of community, awarding, etc. “Empowerment” is provided by the possibility of achieving goals and giving coaching sessions. The main game player motivators employed are: “advancement”, “socializing”, “teamwork”, “relationship”, “competition”, and “customization”. 3.2.1.2. Case 2: GamEffective Overall description & Objectives of implementing games/game elements GamEffective is a young startup from Israel offering a gamification platform for contact centers. Their platform “provides a decent number of game mechanics, as well as integration to the agent's desktop, IVR/CTI solutions like Avaya and Genesys, as well as CRM solutions like from Salesforce, Microsoft, or Oracle.“46 So far, not much information can be found about the activities of the young business organization. There is a video from October 2012 describing the idea, a company’s website and few texts in Hebrew/Arabic. According to the 45 46 http://bit.ly/VJbJAC http://bit.ly/X8cHpm 49 website47, the startup offers flexible business solutions for Sales, Customer Service, and Knowledge Collaboration, whereat the following goals can be achieved: Sales Improve sales performance of call center agents and field sales persons by recognition, competition, focus on the right things to do, the right products and the right customers. Improve on-boarding of new employees. Customer Service Call Center, Contact Center, Help Desk and field support will be improved by higher employees' engagement. Adjust the focus on quality, productivity & efficiency, while improving the retention of the employees. Improve on-boarding of new employees. Knowledge Collaboration Teams will collaborate and create content by-product of solving problems, while having fun. Which part of the work has been gamified? During the data collection phase, no information on any concrete implementations of the idea has been found. Therefore, we will describe how the concept is presented in the introduction video48 from October 2012. The plot of the video is dropping productivity in a sales department of a call center. The main challenge is that the job is “stressful, repetitive and boring”. A member of the high management explains how this problem can be resolved with GamEffective by implementing following points: 1) personal and team competitions, leaderboards, badges, level progress, etc.; 2) employees make progress in the game by achieving business goals; 3) each user has his/her progress bar and challenges he/she is facing; 4) the main leaderboard and the game status are displayed on large plasma screens, so that everyone can see them; 5) the team leader sets challenges, encouragements and can even change the game pace; this way, he is setting goals, monitoring and improving engagement in the same time; 6) an interesting storyline (pirates, chefs, farmers, etc.) and wizards guiding game participants. 47 48 http://gameffective.com/ http://bit.ly/TwBq8R 50 Are the gamified tasks obligatory? Do they allow some agency? Based on the information provided above, one can suggest that in this case the gamified work elements are more closely related to the everyday core activities of the employees or that they even coincide with each other. The statement that the “progress in the game is made by achieving business goals” is still broad, but the notion of implementing “KPI metrics” and “scoring on activities” belonging to the core processes and everyday routine indicates low levels of agency. Do the gamified activities fulfill the structural conditions for fostering flow? The data presented above gives us a hint that the first two conditions will be most probably fulfilled. Regarding the third one – it is very difficult to make a statement, because there is no related data. We can just suggest that it highly depends on the manager, because he/she is in charge of setting personal and team goals/challenges. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? In this case, many game-elements and respectively game player motivators are employed: 1) extrinsic rewards (points, batches); 2) “advancement” (level progress, progress bars on goals, challenges); 3) “competition” (personal and team contests, leaderboards); 4) “teamwork” (collaboration on solving problems); 5) “relationship” (encouragements); 6) “roleplaying” (pirates, chefs, etc.); 7) even “escapism” is to some extend relevant here. All typical employee motivators can be observed as well. 3.2.1.3. Case 3: Race to 1000 Series Overall description & Objectives of implementing games/game elements “Race to 1000 Series” by SAP AG is an example for gamification of sales analytics. The main objectives by introducing this application are 1) to track and boost sales team performance; and 2) to develop competitiveness among team members and teams49. 49 http://bit.ly/11z6PLH 51 Which part of the work has been gamified? Focusing on sales analytics, “Race to 1000 Series” has a rather narrow field of application. Instead of simply displaying sales data as bar or pie chart, the application races the user through the number of closed deals for each region for every period. The total annual target is 1000 closed deals. The world regions - EMEA, NA, APJ, LATAM and DACH - compete in closing as much deals as possible for 365 days. At the end of the race the leaderboard displays the winner of the period and overall closed deals compared to the annual goal50. Are the gamified tasks obligatory? Do they allow some agency? Based on the accessible information on this case, one can claim that not the entire process of closing deals has been gamified, but only the analytics. Thus, most probably the gamified activities are not so intense and time-restricted and therefore they allow high levels of agency. Do the gamified activities fulfill the structural conditions for fostering flow? The goal setting, the actions, the progress, etc. in this case are on a higher level. Game players are not the single users, but the world regions. Thus, the employees are not able to see their personal goals and their contribution to the team progress. There is no particular data regarding the dynamic balance between skills and challenges, but the racing through the numbers of closed deals for some periods, can’t be seen as significant challenge, thus such balance should be present. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? The motivators “extrinsic rewards” (points), “praise”, “respect”, “recognition”, “sense of belonging”, “advancement”, “competition” and “teamwork” are definitely covered by the application. “Role playing” can also be observed to some extent. 3.2.1.4. Case 4: Nitro for Salesforce/ Salesforce Motivation Overall description & Objectives of implementing games/game elements Salesforce.com Inc. is a global enterprise software company headquartered in San Francisco, California. It is best known for its “Sales Cloud” - a customer relationship 50 http://bit.ly/YvwX5w 52 management (CRM) product, but the “Service Cloud” - a customer service solution - and the “Marketing Cloud” - a marketing application - also get a lot of attention from customers. One of the latest offerings is “Nitro for Salesforce” - “a gamified application aiming at motivating sales professionals”51 It relays on methods that have been practiced for years such as - team competitions, leaderboards, rewards, etc. The added value of “Nitro for Salesforce” is that these activities don’t have to be tracked and managed manually anymore, because the application leverages sales data and statistics that are already being stored in centralized systems like Salesforce. Thus, the next suggested step after automating the sales force of a company is engaging it with “Nitro”. This statement comes from a video pitch, where it is also claimed that the gamified application “drives adoption, engagement and performance”52. Another video shows the features of the application: “A personal progress bar shows users how there are doing and how close they are to the next level. The feature “Challenge” highlights what their manager wants them to focus on and who has already completed it. The “Team leaderboard” displays who is on the top. With a simple click on the “Nitro” tab the app comes alive with personalized profile, team standings and rewards pages. Dynamic news feed keep your team up to date and helps you spread marketing messages. The profile page keeps your team focused on the activities that matter most to your business: the challenges, teams, point values, trophies. Everything is easily customized by the Salesforce manager or administrator. Each time the user completes a challenge he is notified real time. You can also create teams any type you want – to encourage collaboration and healthy competition. Regions, managers, markets go head to head. Rewards, chatter posts and social media activities get people engaged and keep them communicating. You can incentivize with rewards available in Salesforce shop. Virtual or physical – you name it!”53 Which part of the work has been gamified? “Nitro” adds gamification elements to automated customer relationship management and customer service activities. Managers can use the application for managing challenges and respectively rewards, and for tracking employee performance. Sale agents on the other side are guided by Nitro in focusing on what their manager wants them to do and in finding their way to mastery. 51 http://bit.ly/WKJEHu http://bit.ly/14KBuoO 53 http://bit.ly/vtCRNV 52 53 Are the gamified tasks obligatory? Do they allow some agency? The description from the last video and especially the statement “…you name it!”54 indicate that Salesforce manager and/or administrator have a lot of freedom in designing the gamified activities. Thus, it is hard to make a general comment here. However, bearing in mind that the sales activities have already been automated and therefore become highly structured, one can suggest that the gamification elements don’t change much the character of the activities and respectively their levels of agency. Do the gamified activities fulfill the structural conditions for fostering flow? The “goal setting” function is quite developed in this application. Sales managers can create different types of goals: long-term vs. short-term; individual vs. team goals; ad hoc goals around point-in-time events vs. periodic goals; etc. Certain goals can also be highlighted to ensure that employees are focused on them. Progress can be tracked toward all goals and feedback is immediately provided. According to the Bunchball’s whitepaper, immediate feedback is “built into the application and provided on via “toast”, in-browser notifications that display at the moment when a user accomplishes something of note, like closing a deal”55. The option of providing dynamic balance between skills and challenges is also supported. Nevertheless, as already stated, it highly depends on the Salesforce manager and/or administrator how the application is going to be designed and used. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? All employee motivators and almost all game player motivators are employed into this application. No prove was found only on “role-playing” and “escapism”. It is interesting how “discovery” is applied: in order to improve onboarding and mastery, goals can be created around exploring and learning new features with Salesforce. Another innovative idea by “team work” is to let team mates compete against each other to see who can contribute most of them. In this application individuals can also be part of more than one team. Additionally, every team has its own private discussion area to plan strategy and tactics. 54 55 Ibid. http://bit.ly/xMf04a 54 3.2.1.5. Case 5: Roadwarrior Overall description & Objectives of implementing games/game elements “Roadwarrior” is an interactive game that helps SAP AG to train its sales agents on the following topics: 1) mobile solutions offered by the company; 2) profiles and requirement of potential customers; and 3) sales know-how. Although not much data can be found, there are some screenshots56 revealing the idea and some main features of the application. According to this source, the game teaches sales representatives through a simulated meeting with a customer, how and what to respond to the customer’s questions. It provides the sales agents with some information about the customer’s company and on this basis he/she has to tailor the offer, bearing in mind the potential requirements of the customer. In the “pre-call planning” session the sales representative can progress, unlock levels and earn badges by answering questions correctly. In the end of this session a “cheat sheet” with the correct information is aggregated, which later in the meeting with the customer, can be used to take a glance. After the “pre-planning” the sales representative meets the customer. When answering his questions, players can see immediately on the conversation “meter”, how well the meeting is going. Once all meetings with customers from one area are completed, the next level with customers in different areas is unlocked. This allows sales representatives to gather crosstechnology knowledge. Players can also challenge other players, to match answers to a question. Leaderboards show the results from the completions on questions and number of won clients. Which part of the work has been gamified? In this case, if not the entire training of sales representatives, then at least a broad part of it has been gamified. This includes: presenting product specifications; educating on strategic business development and classical sales know-how; coaching; giving and receiving feedback; rewarding; promoting team work; etc. Are the gamified tasks obligatory? Do they allow some agency? The gamified activities are neither a part of the core business, nor timely restricted, thus they should allow high levels of agency. 56 http://bit.ly/IfSs5q 55 Do the gamified activities fulfill the structural conditions for fostering flow? Here, all three conditions are fulfilled. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? In this case again, all typical employee motivators are employed. Regarding the game player motivators - 1) “customization” is absent; 2) there is not much data matching to “mechanics” and “discovery”; 3) “escapism” is applied to some extent; and 4) the rest of the motivators are present. 3.2.1.6. Case 6: Ribbon Hero 2 Overall description & Objectives of implementing games/game elements “Ribbon Hero 2” is a gamified application that encourages MS Office users to learn more about the different features by watching videos and taking short exams. The user experience provided by the application is quite involving. Players explore different time periods on the board of a time machine and with each time period there is a new game with challenges the user has to complete to get to the next level. Each challenge takes the player into Word, Excel, PowerPoint, or OneNote to complete a task57. This way the user discovers new office features by using them. After each successfully completed session the players earn ribbons. Which part of the work has been gamified? “Ribbon Hero 2” was not exclusively developed for business organizations, but it can be used well in trainings and specifically by onboarding and mastering. Are the gamified tasks obligatory? Do they allow some agency? The gamified activities are neither a part of the core business, nor timely restricted. Therefore, they should allow high levels of agency. 57 http://www.ribbonhero.com/ 56 Do the gamified activities fulfill the structural conditions for fostering flow? The first two conditions are fulfilled. Regarding the third one – it is not clear whether the difficulty of the challenges can be amended according to the skill level of particular employee. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? In this case, the intensively employed motivators are: 1) “extrinsic rewards”, and “praise” (employee); 2) “advancement”, “role-playing”, and “discovery” (game player). 3.2.1.7. Case 7: SAP’s Vendor Invoicing Overall description & Objectives of implementing games/game elements Employees working in vendor invoicing have to fulfill repetitive tasks – manually enter data again and again. Additional challenge is to enter the amounts and the accounts properly. In order to optimize these activities and make them more fun for employees, SAP gamified them as follows58: for each invoice and line item users and their teams earn points and raise their status this way; team challenges are organized on daily and/or on monthly basis, where the reward for the winner is some amount of money that is donated to a charity; the winning team has the right to select the charity. According to some records, competition is kept within the healthy limits and is more directed towards teams from different offices. The solution is based on collaborative platform, where employees can ask and answer questions, reward each other with points, solve problems together and show each other the way to mastery. The proponents of the application claim that this way, not only engagement and collaboration are encouraged, but “review costs are decreased and costly fines and corrections after audit minimized”59. Which part of the work has been gamified? SAP AG has gamified its vendor invoicing activities. 58 59 http://bit.ly/VDQmEd Ibid. 57 Are the gamified tasks obligatory? Do they allow some agency? The processing of invoices is obligatory, but helping someone to find a solution of a problem is not. Additionally, the vendor invoicing activities are so strictly structured, that they don’t really leave much space for agency. Nevertheless, collaborative problem solving and deciding whom to donate the won amount of money provides much more space for agency. Do the gamified activities fulfill the structural conditions for fostering flow? When examining the screenshots, no individual stand-alone goals can be seen. On the other side, the number of invoices processed by each team member is displayed. The user with the highest number of processed invoices marks the challenge of the day. It is not clear though, whether it is expected from every team member to reach this number. If this is the case, the game might be quite overwhelming and frustrating for some players. Thus, it depends on the expectations of the manager and/or the team, whether the third condition is fulfilled. The displayed numbers of processed invoices indicate the clear proximal goals and feedback is constantly provided. According to the collected data, the system registers every submitted invoice and users get points for this action and for replying to someone’s question. However, there are no badges and other symbols providing qualitative feedback. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? Here again, all employee motivators are present. Regarding the game player motivators – leading role have “advancement”, “competition”, “team work” and “relationship”. 3.2.1.8. Case 8: TrueOffice Overall description & Objectives of implementing games/game elements The slogan of “TrueOffice” is “fun-to-use mobile compliance apps”60. The idea is to help employees learn about corporate policies through fast-paced 20 minutes games, based on interactive story. According to one video, “TrueOffice” “creates data rich mobile games that help companies to reduce risk and save money”61. 60 61 http://vimeo.com/41805848 Ibid. 58 Their aim is to turn compliance training into “fun, intelligible and quantifiable experience”62. Thus, no lists and boring texts are applied, but stories and game play. During the training people are not chained to their desk, because they use tables and mobile platforms. How does it work? After a briefing about the game, the user is transported in high risk situations and ethical dilemmas, where he/she is the key for unlocking the truth. This happens by walking from office to office, talking with people about the situation, picking up and investigating objects of interest, hunting down violations and red-flagging them. All these steps are performed with the help of the company’s actual policies and industrial regulations. When ready with investigating, the user moves on to the quiz. There, by answering the questions the user instantly sees his/her score plus other gamers’ results in the interactive dashboard. Once the player passes, the surprise ending unlocks. Then, the user is acknowledged about “some very tricky business stuff”63, while the whole training process takes only about 30 min. Through some tools managers can analyze employee progress and protect the company against liability suits. Which part of the work has been gamified? “TrueOffice” generally offers “fun-to-use mobile compliance apps”64. However, the training focus in the described example is on employee responsibility, network & device safeguards and incident reporting. Are the gamified tasks obligatory? Do they allow some agency? Compliance trainings are usually obligatory, but in our case employees can choose when and where to take the training and how to unlock the surprise ending. Therefore, there is a high level of agency. Do the gamified activities fulfill the structural conditions for fostering flow? While the first two conditions are fulfilled, there is not enough information on the third one, thus we cannot give any plausible comment here. 62 Ibid. Ibid. 64 Ibid. 63 59 Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? All employee motivators are employed and the leading game player motivators are “advancement”, “discovery”, “role-playing” and “competition”. 3.2.1.9. Case 9: Gamifying Collaborative Decision Making Overall description & Objectives of implementing games/game elements Taking decisions is rarely easy and what makes it even more complicated nowadays is the high level of unpredictability of the business environment and the wide currency of multinational teams distributed across the globe. On these grounds, three computer scientists from Toronto, Canada - Mohammad Ali Moradian, Kelly Lyons and Maaz Nasir – developed an application through which employees can fully participate in an online collaborative decision-making activity, while simultaneously juggling their busy schedules65. The team developed two decision tools based on ThinkLets 66 – one for brainstorming, the other one for fast focus – and integrated them together with game mechanics into the social media platform of SAP AG – StreamWork (supports enterprisewide and inter-organizational group collaboration through common tools such as pro/con lists, ranking lists, SWOT tables and polls)67. For both tools - the brainstorming and the focusing one - they added leaderboards and achievements. Additionally, there were a progress bar for the brainstorming and points for the focusing tool. According to the description, the scientists aimed at creating healthy competition, encouraging participants by giving points, guiding users by setting goals and providing real time feedback. The hypotheses they tested in two groups (one “with implemented game-elements” and one – “without”) were whether users will be more satisfied with 1) the process and 2) the outcome of the collaborative decision making when game-elements are applied. The results showed that the users were equally satisfied with 1) the process and 2) the outcomes. Nevertheless, significantly more users from the team with game-elements liked the experience and said that the activity was great for them (8 “with gameelements” vs. 1 “without”). 65 http://bit.ly/VJeBxk http://www.fi.uu.nl/thinklets/ 67 http://bit.ly/Yvzj4l 66 60 Which part of the work has been gamified? In this case, online collaboration decision-making activities and being more specific, brainstorming and focusing on ideas, have been gamified. Are the gamified tasks obligatory? Do they allow some agency? Usually the attendance at such online workshops is highly recommended. Nevertheless, it is up to employees how intensively involved they are. In our case, there are some leaderboards, points, etc. that measure the intensity and the quality of the contributions, but there is no data indicating that the achievements in this activity are somehow connected with the assessment of the overall performance of the employees. Thus, participants can still enjoy high levels of agency. Do the gamified activities fulfill the structural conditions for fostering flow? The first two conditions are fulfilled and for the third one we don’t have enough data to make a plausible suggestion. The dynamic balance between skills and challenges depends on the competence of the involved individuals. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? In this case leading role have “extrinsic rewards” (points), “competition” (points, leaderboards), “advancement” (progress bar, achievements) and “team work”. “Praise”, “respect” and “recognition” are not completely absent, but they are not so intensively employed, because neither a story line, nor an epic meaning has been developed around the gamified activities. “Sense of belonging” and “empowerment” are also covered to some extent, but this is a result from the specific of the activity rather than from the implementation of game-elements. “Mechanics”, “role-playing”, “customization” and “escapism” are absent. 3.2.1.10. Case 10: Your Promptitude Overall description & Objectives of implementing games/game elements One of the challenges consulting companies face by organizing their internal work is making consultants assign their time spent on projects correctly and promptly. The ideal case is to have the time entries completed at the end of each week, so that managers can 61 approve them and clients can be billed. On these grounds, Slalom Consulting LLC implemented “Your Promptitude” - a gamified version of time recording system. The tool measures how timely the consultants are in submitting their time by the weekly deadline. The user evaluation is based on monthly base and there are four levels of promptitude. The lowest level has the following title - “You are making this hard to everyone”68. Which part of the work has been gamified? Here only one tool has been gamified and namely – the time reporting tool. Are the gamified tasks obligatory? Do they allow some agency? The gamified task is obligatory and the activity is structured very strictly. Nevertheless, the activity is not so time-consuming and there is still some flexibility when choosing the time to perform it. Thus, the gamified task allows some agency. Do the gamified activities fulfill the structural conditions for fostering flow? Although the three conditions are fulfilled, the activity takes so little time, that it might not be possible to experience flow. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? Very little game-elements (only points and levels) have been implemented in “Your Promptitude”. The application is based mainly on “extrinsic rewards” (points), “advancement” and “competition”. “Praise”, “respect”, “recognition” and “sense of belonging” are to some extend also present, but less than the “stick” 69 motivator finding expression in the public punishment of consultants that haven’t completed their entries on time (the status “You are making this hard to everyone”). There is neither a story line, nor an epic meaning that connects the user activities with a higher purpose. 3.2.1.11. Case 11: PropsToYou Overall description & Objectives of implementing games/game elements 68 69 http://bit.ly/NppWgm http://en.wikipedia.org/wiki/Carrot_and_stick 62 “PropsToYou” by Six Fish LLC is a “project management that helps you get noticed, support your team and celebrate your unique talents and contributions”70. According to the product’s website, it can help a company to achieve following three main objectives: Automate employee recognition program “Recognizing your employees for exceptional work is tricky business. If you leave someone out or the recognition criteria appear arbitrary, you'll spread resentment in your team. PropsToYou picks the right reward for the right person, at the right frequency. And since the choice is based on measured performance and out of your hands, no one can accuse you of favoritism.”71 Upgrade performance reviews “PropsToYou lets HR direct, monitor and incent on-the-job skill acquisition across your org. And weekly peer reviews and real-time monitoring of teamworking skills give you unparalleled visibility into social and professional development of you staff.”72 Project management that help business organizations improve “PropsToYou's full suite of user-friendly project management tools keep everyone organized and on the same page. We also provide you critical process feedback to constantly improve your procedures. And the built-in incentives taken from behavioral science direct teams to best organizational and communication practices.”73 Additionally, a video on the webpage74 describes the idea and the way it works. The main character – Jason – works on a project “doing amazing stuff”. Like most project teams these days he works with people from all over the world. He uses a web app to coordinate tasks, assignments, etc. so that everyone stays on the same page. The problem he encounters is that “people treat you as machine”. For example, when he finishes something no one even notices. Thus, he sometimes feels like a rat on a wheel. How does this situation change with “PropsToYou”? When an employee finishes something he/she earns “skill points”. Once in a week there is an automatic check on the performance of each employee. In case he/she 1) completed a lot of tasks; 2) helped someone; or 3) unlocked the secret praise, the app notifies the employee and his/her team about the 70 http://www.propstoyou.com/ Ibid. 72 Ibid. 73 Ibid. 74 Ibid. 71 63 accomplishment. Achievements are automatically saved on the user’s profile, where everyone can see them. This way, week after week the user develops a reputation. According to the video “what really matters is what you’ve done and not your to-do-list”. Thus, it is not surprising that the slogan of the company is “You’ve earned it!” Which part of the work has been gamified? “PropsToYou” is a mixture of gamified activities from various business functions as project management, performance management, skill management, rewarding, process management, quality assurance, etc. Are the gamified tasks obligatory? Do they allow some agency? Unfortunately, there is not a significant amount of data that gives us a basis to make plausible statements here. We can only suggest that the automated employee recognition activities are implemented into the everyday routine of the users. However, they don’t require any activeness from the employees. Regarding the rest of the gamified activities – it is not clear whether the implemented game-elements are intensively employed into the everyday tasks of the employees. Do the gamified activities fulfill the structural conditions for fostering flow? The collected data doesn’t indicate that clear proximal goals are set. Feedback comes 1) in form of “skill points” when the user has finished something; and 2) once in a week when the user has completed many tasks, has helped people or has unlocked the secret praise. However, since there are no clear proximal goals the feedback is not on the progress been made. Regarding the third condition – there is not enough data to make a comment. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? The game-elements used here are points (“skill points”) and badges (by completing many tasks, helping people or unlocking the secret praise). However, they reflect the personal best of team members and not how each member fares in comparison to others. Thus, “competition” plays a marginal role here. While all typical employee motivators are employed, the game player motivators are barely present. “Advancement” and “team work” have the leading role among them. 64 3.2.1.12. Case 12: RedCritter Tracker Overall description & Objectives of implementing games/game elements “RedCritter Tracker”75 is “the new way to manage projects”. It “helps to create better software faster and keeps your team motivated and engaged along the way”76. The application is “ideal for projects that require a "what's next type of approach” and it “works for multiple teams or even individuals.”77 “RedCritter Tracker” applies badges, rewards, leaderboards and real-time Twitter-style feeds. A video on the website78 describes the concept and its functionalities: Project Management “RedCritter” helps manage in track multiple projects and teams. For example, when selecting a team for a certain project, tracker helps finding the right people for the job with the skill based search. Once the team members are added to the project, they get notifications automatically. Then, the team leader can post requirements, manage tasks, track the actual time for the billing records, etc. Rewards & Badges There are 50 unique badges that the team can unlock for performing activities such as successfully completing a project. A wall of fame presents the users that got a badge. The achievements are prominently displayed on the employee’s profile and all the communication with the team. Additionally, the platform has the option of setting up “a company rewards store”, where employees can spend their points for gift cards, tickets, a day off, etc. Communication With “RedCritter Tracker” team leaders can create dedicated feeds for their teams, products and projects. There they can discuss technical issues, share files and links, see colleagues’ profiles, etc. Which part of the work has been gamified? In the current case, the management of software development and “’what’s next type’ approach projects” has been gamified. Being more specific, it is a mixture of activities from 75 http://www.redcrittertracker.com/ Ibid. 77 Ibid. 78 Ibid. 76 65 the following fields: skill, task, document and time management; rewarding; internal communication; etc. Are the gamified tasks obligatory? Do they allow some agency? Although there is no information on concrete implementations of the application, some screenshots show that managers assign tasks as “Tune SQL” and “Secure login” to employees and they seem to be obligatory. However, it is not clear whether the majority of users themselves can create tasks in the system. If this is the case, some tasks can be voluntary as well. Regarding the time and way of completing tasks restrictions – 1) the system keeps record of the time when a task has been assigned, but there is no further time restriction to be seen; 2) there are no directions how a task should be completed. Therefore, one can suggest that the gamified activities allow some agency. Do the gamified activities fulfill the structural conditions for fostering flow? Although the word “goal” is not particularly mentioned anywhere, tasks have the same role here. They mark the next steps in completing the “sprint” (the basic unit of development in agile project management). “Sprint” is a “timeboxed” (restricted to a specific duration) effort, during which a team creates finished portions of a product79. Regarding the second condition – when creating tasks, managers set 1) amount of story points indicating the estimated effort to complete the job; and 2) the maximal amount of reward points that can be given. Thus, employees receive feedback after every assigned task they complete. However, this feedback is rather quantitative and it doesn’t necessarily show a path to mastery. Nevertheless, additional feedback comes ad hoc, when employees unlock badges by completing important tasks. This feedback is more comprehensive and contains both – quantitative and qualitative statements. For example, there are badges for 1) particular number of logins, successfully completed sprints, number of participations in developing product for some restricted period of time, etc.; 2) being an active social media user - adding a picture to the personal profile, sharing first message, etc.; 3) being collaborative - “having more tasks accepted than rejected”, etc.; 4) onboarding – completion of the first task, creating a profile, etc.; 5) having positive personal qualities as being modest (“having purchased the least expensive reward in the store”), hard-working (“you log out very late last night”, “working 79 http://bit.ly/14qzd 66 through lunch”), etc. Regarding the third condition – it again, highly depends on the managers how tasks are going to be designed and assigned. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? Here all typical employee and most of the game player motivators are present. However, “mechanics”, “discovery”, “role-playing” and “escapism” have very low level of employment, or are completely absent. 3.2.1.13. Case 13: Community Recognition & Reputation Program by SAP AG Overall description & Objectives of implementing games/game elements Recognizing the value of online collaboration and knowledge sharing, SAP AG developed an online professional community called – “SAP Community Network”. The platform enables customers, partners, experts and developers to communicate, share, network and collaborate. Over the years SAP Community Network has grown to 2 million members, currently creating about 6,000 forum posts a day. According to the same data source80, the platform stores more than 200,000 unique assets. This large scale knowledge accumulation has definitely a high value for the company, but it also raises the problem of recognizing the helpful content and the true experts among the large volume of people and information. SAP’s solution was to build a Contributor Recognition & Reputation Program into SCN whereby users earn points for every contribution they make - blogging, answering questions in forums, editing wiki pages or submitting whitepapers and documents. The quality evaluation and respectively the rewarding come through multiple channels: “automated from the system (blogging), from peers (the ones who asked a question), and the moderators or administration team (whitepapers, wiki edits…)”. “Points are aggregated and for each expert area leaderboards are displayed.” Recognition can also be gained by earning badges. There are badges indicating SCN mentors, SAP employees, and 4 different levels of Active Contributors (Bronze, Silver, Gold, and Platinum)81. To reach the initial level of Bronze Active Contributor, users only need 250 points, but to gain recognition as a Top Contributor in their fields of expertise they have to work hard to level up. Along with the 80 81 http://bit.ly/XCWRDc http://bit.ly/VxW5Gf 67 individual leaderboards, there are also team and companies’ leaderboards, which “even leads to companies adding SCN points to the KPIs for their employees for performance evaluation.” According the same article, “businesses looking for SAP experts use rankings on SCN to determine who they should talk to” and “hiring managers are looking for SCN points on resumes, and interviewing those candidates first”82. Which part of the work has been gamified? In this case following activities have been gamified: 1) online sharing of expertise; 2) evaluation of content contributions; 3) online collaboration on problem solving; and 4) recognition and rewarding of contributors. Are the gamified tasks obligatory? Do they allow some agency? Generally, these tasks don’t seem to be officially obligatory. Nevertheless, as in the example mentioned above, some companies might be adding SCN points to the KPIs for evaluating the performance of their employees. Even if this is not the case, there might be an unofficial pressure for being an active contributor. Unfortunately, there is no further accessible data, which can help us being more precise here. Do the gamified activities fulfill the structural conditions for fostering flow? Even though the platform provides some levels of achievement users can strive for and an ultimate goal, (to establish a reputation on the SCN site that positively impacts their career) no data indicates that clear proximal goals are being set. Immediate feedback about the progress is given to some extent, because users automatically receive points by blogging. Regarding the third condition, so many people with different levels of expertise and so many instances that can dictate expectations are involved, that based on the accessible data it is not possible to give a plausible interpretation. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? All employee motivators as well as “advancement”, “competition”, “socializing” and “teamwork” have been employed into the platform. 82 Ibid. 68 3.2.1.14. Case 14: Venture Spirit Overall description & Objectives of implementing games/game elements “Venture Spirit” is a Belgian consulting and innovation solution company whose service is an “online business game that engages hundreds of people and invites them to connect and work together”83. According to the company website84 - within the game, users “set up virtual ventures around their ideas and team up with colleagues”85 aiming at building the best plan, becoming the most valuable venture and eventually winning the game. Although “Venture Spirit” is delivered as “fully customized, turnkey project”, there are some basic constant elements. For example, employees always fill out the roles of three types participants: 1) creative entrepreneur - the initiator and the one that “spots the opportunity at the start, but does not necessarily have the capacity or capability to develop it further”; 2) talent – person that “wants to participate, has no initial idea, but is skilled at elaborating and implementing ideas”; and 3) investor – “a technical or industry expert, or perhaps a senior manager, who is able to judge ideas, and can give useful feedback to teams and invest in potential winners”86. Such “game” usually runs for three to four months including the time needed for an awareness campaign. Employees can join the game regardless of their function or location. After users start registering their ideas, investors have between 8-10 weeks to provide feedback and invest in the most promising ventures. According to some accounts, the ideas are ranked by "pure capitalist greed". This is seen as an important advantage of the practice “given that traditionally influences like internal company politics, the opinion of the highest paid person in the room and other biasing factors, can distort the outcome for innovation.” Which part of the work has been gamified? Innovation management and in particular – ideas generation, development of business plans, staff allocation and project evaluation – have been gamified. Are the gamified tasks obligatory? Do they allow some agency? According to the company’s website – “participation is voluntary and does not interfere with day to day work”. Thus, it allows very high levels of agency. 83 http://amex.co/QiIEX5 http://bit.ly/WouUl5 85 http://bit.ly/XhTBeJ 86 http://bit.ly/QgqM0a 84 69 Do the gamified activities fulfill the structural conditions for fostering flow? Unfortunately there is no available data about any real implementations. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? There is no data indicating about extrinsic rewards, but all other typical employee motivators are covered in the concept. From the game player motivators the following are present “advancement”, “competition”, “socializing”, “teamwork”, “role-playing” and maybe “relationship” to some extent. 3.2.1.15. Case 15: CrowdWorx Overall description & Objectives of implementing games/game elements According to the company’s website, “CrowdWorx is the top Enterprise Social Decision Support tool worldwide”87. It serves “clients in Europe and North America with the full range of Social Decision Support services, including Social Forecasting, Crowdsourcing, and Enterprise 2.0 portals”88. The company has experience in introducing Crowdsourcing and Social Business methods in the following areas: “demand sensing, demand planning, sales forecasting, Sales and Operations Planning, new product ideas, new product forecasting of sales potential, and for finding the optimal price for new products”89. A video90 describes how the concept works and “how you can win by making good forecasts”91 The presented example is about forecasting the demand for a product called “Tidy”. The user gives his/her forecast for the demand in units and stakes certain amount of points on their forecast. As time goes by, actual outcome materializes and the system calculates the achieved accuracy of every user. Then, it also generates the payouts – when the forecast was close to the actual outcome the user makes profit. If this is not the case, the user receives less than he/she has staked and makes a loss. The closer the forecast is to the actual outcome, the higher the payout will be. Respectively, the farther away the forecast is from the actual outcome, the lower the payout will be. 87 http://www.crowdworx.com/about-us/ Ibid. 89 http://www.crowdworx.com/resources/case-studies/ 90 http://www.crowdworx.com/resources/videos/ 91 Ibid. 88 70 When logging into their “CrowdWorx” system, users see their profile pages displaying the currently open topics they can contribute to, the time of closing the topic, the free cash available to be staked, rankings on the accuracy, etc. Which part of the work has been gamified? Here, a full range of social decision support activities has been gamified in the area of “demand sensing, demand planning, sales forecasting, Sales and Operations Planning, new product ideas, new product forecasting of sales potential, and for finding the optimal price for new products”. Are the gamified tasks obligatory? Do they allow some agency? The gamified tasks are not obligatory. According to the website, “employees self-select which questions to answer”. The time restrictions are also very loose. There is no indication of connection between user performance within the game and overall employee performance evaluation. Do the gamified activities fulfill the structural conditions for fostering flow? According to the company’s website, “multiple types of daily, weekly and monthly rankings provide short-term, mid-term and long-term goals for sustained user motivation”. Feedback comes mainly through the calculated pay-outs after a question has been settled and through leader boards displaying the best performers on answering it. Considering that the gamified activities are not obligatory and allow high levels of agency, one can suggest that users, who participate believe they have the required level of skills to face this challenge. Do the gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”)? “CrowdWorx” employs all typical employee motivators. For example: 1) ensuring visibility and recognition for the best performers by publishing winners in company magazines and the intranet; 2) organizing competitions around open topics, e.g. “Become the Marketing Expert 2012”; 3) appointing winners by area of expertise, e.g. “Strategy Champion”, “Marketing Champion”, “Competitive Intel Champion”, etc. 4) introducing a “Club of Experts” which adds members only once per quarter; 5) giving non-cash rewards, e.g. Amazon vouchers for the monthly top performers, etc. Regarding the player motivators - “advancement”, 71 “competition”, “team work” and “socializing” have an important role and the rest is not really present. 3.2.2. Discussion In the first part of “Research Results” we applied the analytic scheme (based on our four propositions) on fifteen accessible cases of implementing games/game elements within business organizations. A wide variety of possible objectives, areas of application, complexity, levels of voluntariness, etc. has been observed and described. Although the examined diverse constructs have different roles, importance and relevance, they generally proved to be viable in various real-life enterprise contexts. The question as to how efficient they are and how to apply them optimally, remains open for further research. In order to illustrate the statement about the viability of games/game elements within business organizations, we will first summarize the findings of the single case studies and examine how they match to our four propositions. In doing so, we carry out our fourth research objective, namely to explain overlaps and/or inconsistences with the proposed theoretical framework and to prove whether any adjustments are needed. Secondly, we will utilize the advantage of the multiple case study method by conducting cross-cases pattern matching. Thus, we will gain more comprehensive knowledge by discovering additional patterns and/or strengthening the validity of some findings. 3.2.2.1. Summarizing the Results from Analyzing the Single Cases Proposition 1 Our first proposition was that every work can be gamified. Although the empirical research revealed a wide variety of work constellations with implemented games/game elements, we cannot pretend that we proved that every task can be gamified. However, 1) no data indicates that this statement is wrong; and 2) our aim here was not to prove the correctness of the proposition, but to roughly categorize the cases, in order to compare and explain the research results. After examining the implementations, we claim that it is not precise to cluster the cases by the means of the classical types of work (managerial, operational and supporting), because the majority of the examined constellations consists from at least two of the classical types of work. On these grounds, we will differentiate between 1) activities constituting the core business and creating primary value stream (purchasing, manufacturing, advertisement, marketing, sales); and 2) supporting activities 72 (accounting, recruitment, call center, technical support). The second clustering characteristic we are going to apply is the level of complexity of the implementation. Here, we will distinguish between 1) low (a tool, sub-processes); 2) middle (several tools/sub-processes, entire process); and 3) high (a comprehensive platform, superprocess). Our third distinction is between 1) games/game elements implemented into everyday tasks of employees; and 2) games/game elements not tied to the everyday activities. By the means of these three characteristics, later we are going to group the cases and search for common patterns. Before proceeding with the findings related to the second proposition, we will shortly comment on the observed most common areas of application of games/game-elements. By introducing the word “constellation”, we wanted to express that the implementations are tangled combinations of diverse activities and contexts. Thus, it is not really correct to designate single areas of application. However, without pretending for hard and rapid conclusions, we claim that there are some concentrations of games/game elements usage in trainings (e.g. cases 1, 2, 5, 6, 8), sales related activities (e.g. cases 2, 3, 4, 15), project management (e.g. cases 11, 12), employee rewarding and recognition programs (e.g. cases 1, 11, 12) and knowledge collaboration (e.g. cases 2, 13). However, gamified solutions were clearly observed also in hiring (e.g. case 1), customer service (e.g. case 2), vendor invoicing (e.g. case 7), collaborative decision making (e.g. case 9), time recording (e.g. case 10) and innovation management (e.g. cases 14, 15). Proposition 2 The second proposition stated that gamified activities can be closely tied to the everyday tasks of the employees, but should allow some agency. Following indicators were considered during the analysis: level of voluntariness, time/place restrictions and strict directions on the way of performing the gamified task. The empirical research revealed that in the most cases gamified activities allow some agency. To be more precise, we observed the following situations: Gamified activities not closely related to the everyday tasks, thus providing high levels of voluntariness (e.g. cases 3, 5, 6, 10, 13, 14, 15); Gamified activities closely tied to the everyday tasks, but no strict time/place and way of performing the task restrictions (e.g. cases 7, 8, 9); 73 Gamified activities closely linked to the everyday tasks, but activities already highly structured. Therefore, the character of the activity does not change that much and there is no “fun pressure” (e.g. case 4); It highly depends on the manager/administrator how the activities will be designed and whether they will be intensively applied (e.g. cases 1, 4); In case 2 the level of agency is low. However, this judgment is made only by analyzing the described concept, because there is no data about realized implementation. This fact can be already indicative of possible omission in the concept. Not enough relevant data for Case 11. Proposition 3 According to the third proposition, the gamified activities provide 1) clear proximal goals; 2) immediate feedback about the progress been made; and 3) dynamic balance between skills and challenges. Indeed, in the majority of the cases activities have a structure fostering flow or at least not obstructing it. All three conditions fulfilled (e.g. cases 1, 5, 10); Conditions 1 and 2 fulfilled, 3 depends to some extent on how the activity is designed by the manager/administrator (e.g. cases 2, 4, 7, 12, 15); Conditions 1 and 2 fulfilled, in most cases 3 as well, but it is not clear whether the challenges can be amended according to the skills (e.g. cases 6, 8, 9); Conditions most probably not fulfilled (e.g. cases 3, 13, 14); Again, no significant data on case 11; Proposition 4 The forth proposition claims that gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”). The analyzed data (see the overview in Tables 1 and 2) gave proof of this statement and revealed the following additional findings: In case 6 “Ribbon Hero 2” very little motivators in total and especially “employee” motivators are covered (“trophy” and “praise” from the employee motivators; “advancement” and “role-playing” from the game player motivators). Bearing in mind that this is the only application in the sample that wasn’t 74 exclusively developed for internal trainings, we can consider it as some kind of control case. On these grounds, this observation strengthens the belief that the proposed theoretical framework is credible and helpful. We have underestimated the role of the extrinsic rewards (points, badges/trophies). In all cases except “Venture Spirit” (number 14) players receive points and/or badges/trophies by accomplishing something. Thus, in the real-life implementations of the enterprise gamification concept, extrinsic rewards don’t necessarily have a secondary role. We can admit that they can be utilized for drawing the attention of the users to the gamified activity as some kind of “enticement”. However, bearing in mind that one of the requirements for playful attitude is an activity with no goal outside itself, we still believe that extrinsic rewards should not have prevailing role in the applications. Additionally, they can activate the so called “over justification effect”. It occurs “when an expected external incentive such as money or prizes decreases a person's intrinsic motivation to perform a task”92. “According to self-perception theory, people pay more attention to the external reward for an activity than to the inherent enjoyment and satisfaction received from the activity itself. The overall effect of offering a reward for a previously unrewarded activity is a shift to extrinsic motivation and the undermining of pre-existing intrinsic motivation. Once rewards are no longer offered, interest in the activity is lost; prior intrinsic motivation does not return, and extrinsic rewards must be continuously offered as motivation to sustain the activity.”93 Thus, extrinsic rewards can even undermine pre-existing intrinsic motivation. The typical employee motivators are very intensively implemented. The lowest score is 11.5 points (“empowerment”) out of maximum 15 points! “Praise” has 14 points and the rest motivators - 13 points each. This finding is also an evident of the adequacy of the proposed theoretical framework. Among the game player motivators “advancement” has the maximum score of 15 points and is employed in all implementations. “Competition” with 13 points and “teamwork” with 12 points are also quite common. “Socializing” with 7 points, “relationship” with 6.5 and “role-playing” with 6 points are also well covered. The rest of the game motivators – “customization” (3 points), “discovery” (2 92 93 http://en.wikipedia.org/wiki/Overjustification_effect Ibid. 75 points) as well as “mechanics” and “escapism” with 1 point each - are further behind, but still present. When comparing these results with our propositions, some overlaps as well as some inconsistences are found. The sub-components of the Social component (“teamwork”- 12, “socializing” – 7 and “relationship” – 6.5) are indeed quite common, thus our suggestion here was correct. Regarding “advancement”, we said that it can align to business goals, but we still underestimated its importance, because this sub-component is our top-performer with the maximum score of 15 points. About “competition” we said that it has high relevance, but should be carefully applied, because it can lead to oppression and castigation. Having a score of 13 points, this sub-component is intensively implemented in the reality. The question of the borders of healthy competition is highly dependent on the context of the implementations and requires further extensive research. “Customization” and “discovery” don’t bring any surprises – they can align with business goals. As suggested, the sub-component “escapism” proved being not very appropriate for this concept. It was only one time clearly employed and namely in case 2 “GamEffective”, where we didn’t find any data on real implementations. The tasks in this case were described as repetitive and boring, thus “escapism” might be helpful in such context. The sub-component “role-playing” brings a surprise by being covered in cases 2, 3, 5, 6, 8 and 14. We claimed that it is a bit distanced and thus not really functional, but we didn’t think about two situations where it can be functional: 1) implementing entire interactive games; and 2) performing repetitive, dull tasks. 3.2.2.2. Pattern Matching in the Groupings Based on the clustering characteristics presented above, we formed the following groupings94. 3.2.2.2.1. Core Business Activities, Game Elements Integrated into the Everyday Tasks, High Level of Complexity The implementations placed in this grouping are most promising and helpful in proving the viability of the gamification concept within business organizations. Here, games/game elements are applied on core business activities. Since they create the 94 Case 11. “PropsToYou” – couldn’t be classified, because there was not enough relevant information. 76 primary value stream, managers are usually very conservative when introducing changes. Tasks are commonly obligatory and there are many regulations on the time/place/way of performing them. On these grounds, games/game elements with their playful attitude are often seen as not very appropriative for this context, especially when the gamified solution is very complex. Thus, in this constellation it is at least expected that games/game elements will work. However, we found two successful examples among our sample. Case 4. “Nitro for Salesforce” This solution motivates sales professionals by applying methods (contests, leaderboards, etc.), which are not new for the area, but can be utilized more intensively through implementing game elements. Big advantage of this application is that sales force data has already been stored and the activities are already automated. Thus, there is a structured construct that “Nitro” tops off. This way, the character of the activities is not changed much and the risk of forced fun and oppression is lower. Many companies already use Salesforce, which opens a huge field of application. With “Nitro” managers can monitor performance and manage challenges/rewards and agents are guided to mastery. Activities are structured to foster flow, but it still depends on the manager/ administrator how the challenges will be designed. All employee motivators and all game player motivators except “escapism” and “role-playing” are employed. Case 12. “RedCritter Tracker” According to the examined data, this solution helps create “better software faster” and “keeps the team motivated and engaged along the way”. It is suitable for projects where “what’s next type approach” (agile project management) is needed. Following activities can be performed on the platform: 1) project management (finding the skilled people for the job, notifying them, managing project documentation and timing); 2) rewarding (unlocking of 50 badges, displaying the rewards on a wall of fame, etc.); 3) communication (dedicating news feeds, sending messages, etc.). The tasks are obligatory, but still allow some agency. Activities are again structured to foster flow, but managers have some power to design the challenges. All employee motivators and all game player motivators except “role-play”, “escapism”, “mechanics” and “discovery” are implemented. The solution covers the entire software development process and is quite innovative. 77 Summarizing the common characteristics within this grouping, we can claim that: 1) the activities are structured to foster flow, but managers still have some power to design the challenges; 2) all employee motivators have been employed; 3) almost all game player motivators except “role-playing” and “escapism” have been applied as well. One possible interpretation is that these two sub-components are not appropriate for this constellation. 3.2.2.2.2. Core Business Activities, Game Elements Not Integrated into the Everyday Tasks, Middle Level of Complexity Case 15. “CrowdWorx” This platform helps organizations utilize the knowledge of their employees. It offers quite innovative approach in managing demand sensing, sales forecasting, etc. The gamified tasks allow high levels of agency; the activity structure fosters flow; all employee motivators and “socializing”, “advancement”, “competition” and “teamwork” are employed. Thus, like the two previous cases, this example is akin to our ideal model of implementing games/game elements within business organizations. Case 9. “SAP Collaborative Decision Making” Here, we observed high levels of agency and fulfilled structural conditions for entering flow. However, when examining how satisfied users are with the process and outcomes by using the gamified solution, there was no difference in comparison with the non-gamified solution. Nevertheless, users liked more the gamified experience. One possible explanation for these not that promising results might be that they are due to the narrow usage of employee motivators and the lack of epic meaning. The implemented game-elements are “teamwork”, “advancement” and “competition”. 3.2.2.2.3. Core Business Activities, Game Elements Not Integrated into the Everyday Tasks, Low Level of Complexity Case 3. “Race to 1000 Series” This application is a simple sales analytics tool, aiming at boosting competition and tracking performance of sales teams. It allows agency, but it doesn’t foster flow, because the single users can neither see their personal goals, nor their progress. It has a narrow field of application, relatively limited effect and serves mainly for visualization. 78 3.2.2.2.4. Combined Business Activities (Core + Supporting), Game Elements Integrated into the Everyday Tasks, How Level of Complexity Case 2. “GamEffective” GamEffective” is a complex platform for call centers, which integrates Sales, Customer Service and Knowledge Collaboration activities. Game elements are closely related to the everyday tasks of the employees and low levels of agency were suggested. The first and the second condition for fostering flow have been fulfilled and the third one highly depends on the manager. All employee motivators and the most of the game player motivators are covered. Even “role-playing” and “escapism” are employed to some extent. As already stated above, these two sub-components might be functional by gamifing dull and repetitive tasks. However, in these cases the story line and the user experience should be regularly updated, so that they don’t become boring. After reviewing the first four groupings, we noticed that a “core batch” of game player motivators is highly relevant by gamifing core activities. It consists from the subcomponents “advancement”, “competition” and “teamwork”. An “extended core batch” can also be observed, when “socializing” and “relationship” are added to the “core batch”. On the other side, by lower levels of agency the sub-elements “role-playing” and “escapism” can also be functional to some extent. 3.2.2.2.5. Supporting Business Activities, Game Elements Integrated into the Everyday Tasks, Low Level of Complexity Case 7. “SAP Vendor Invoicing” Here, repetitive and highly structured tasks are gamified. Some agency is still proved by helping other players to solve problems and by managing the amount for charity. Conditions 1 and 2 are fulfilled, but 3 depends on the expectations of the manager and the team. All employee motivators and the “extended core batch” of game player motivators are employed. 79 3.2.2.2.6. Supporting Business Activities, Game Elements Not Integrated into the Everyday Tasks, Middle Level of Complexity Case 1. “PlayVox” This platform is meant to improve employee motivation and talent management at call centers. In the concrete example with Groupon it was mainly utilized for hiring and training processes. High levels of agency were provided; structural conditions were fulfilled; all employee motivators and “extended batch” plus “customization” from the game player motivators were employed. Case 13. “SAP Community Recognition Program” This platform enables online sharing of expertise, content evaluation, collaboration and recognition. The first structural condition is not really fulfilled and we don’t have enough information about the third one. All employee motivators and the “core batch” plus the sub-element “socializing” are covered. 3.2.2.2.7. Supporting Business Activities, Game Elements Not Integrated into the Everyday Tasks, Low Level of Complexity Four of the five cases classified here are integral games and not just game elements. The sub-component “role-play” is intensively employed. In this grouping is also the case of “Ribbon Hero 2”, where only one employee motivator has been employed. Case 8. “TrueOffice” This application is a compliance training based on interactive story. It allows agency and most probably fosters flow. “Role-playing” and “discovery” have leading role here. Case 5. “Roadwarrior” This game trains sales representatives. It allows agency, the activity structure fosters flow and all employee plus the “extended core batch” and “role-playing” are implemented. Case 14. “Venture Spirit” “Venture Spirit” is a game meant to boost innovation management. It employs all intrinsic employee motivators, as well as the “extended core batch” and “role-playing” from the game player motivators. 80 Case 6. “Ribbon Hero 2” As already stated, this application wasn’t exclusively developed for internal usage and therefore it cannot be considered as a typical case. The only utilized employee motivator is “trophy”; and the leading game player motivator is “role-playing”. Case 10. “Your Promptitude” This simple time recording tool is highly structured, but still allows some agency. Our concern here is that the activity might be too short for the user to enter flow. 3.2.2.3. Summarizing the Findings from Pattern Matching & Recommendations After outlining and explaining 1) the overlaps/inconsistencies between the empirical observations and the propositions; and 2) the needed adjustments; we will proceed with our last research objective – summarizing the findings and giving some recommendations on the relevance of games/game elements within business organizations. By grouping the cases, following patterns emerged: The findings coming from the grouping “Core business activities, Game elements integrated into the everyday tasks, High level of complexity” are our strongest evidence for demonstrating the viability of the enterprise concept within business organizations. The two presented cases match with the proposed ideal model. Following points proved to be relevant for this constellation: 1) game elements and not integrated games; 2) employment of all typical employee motivators and a wide variety of game player motivators; 3) avoidance of “escapism” and “roleplaying”. Case 15 “CrowdWorx” also has high significance by proving the viability of the concept, because it is very akin to the ideal model and it concerns core business activities with high levels of complexity. The relevant elements for this constellation are similar to the described above. The “core batch” (“advancement”, “competition” and “teamwork”) and the “extended core batch” (“socializing”, “relationship” +”core batch”) are intensively employed and respectively highly relevant in all groupings except “Supporting business activities, Game elements not integrated into the everyday tasks, Low level of complexity”. In the latter, leading role has the “role-playing” motivator. 81 The cluster “Supporting business activities, Game elements not integrated into the everyday tasks, Low level of complexity” represents high levels of voluntariness and is closely akin to both – 1) the proposed ideal model for implementing games/game elements within business organizations; and 2) a regular game. On these grounds, it is not surprising that the implementation of integrated games (and not just game-elements) and the sub-component “role-playing” are very relevant for this constellation. The other case, when “role-playing” and “escapism” are functional, is by dull and repetitive core activities with low levels of agency. Then, the user-experience should be updated regularly, so that it doesn’t get boring, thus loses its effect. 82 Chapter 4 Conclusion Recognizing the growing importance of technology, changing the way human beings interact and engage nowadays, and the need to constantly transform business organizations while keeping employees highly motivated, some opinion leaders have appointed enterprise gamification one of the top trends for the coming years. Motivated from the claimed potential benefits of the concept and the lack of theoretical and empirical prove, we constructed a framework helping to scientifically approach the topic and develop an understanding of its applicability. In the theoretical considerations we accomplished our first two research objectives by 1) proving that the concepts of “work” and “play” are substantially compatible; and 2) marking what has to be considered when applying games/game elements within business organizations. Firstly, we reviewed two precursors of the enterprise gamification concept, which helped us develop an intuition how to approach the topic and gave us awareness of possible pitfalls. The Soviet precursor, aiming at increasing productivity, while not relying on capitalist motivators, proved to have bigger overlap with our research object and thus gave us a valuable lesson: while productivity has been indeed improved by implementing game scenarios, metrics and incentives, these measures lead to overall coercion, oppression and castigation of those who have failed to live up with the high expectations. The lesson we learned from the American precursor was that while fun and playful elements can boost individual and organizational performance, out of control competitive fun has serious negative repercussions. Thus, our conclusion was that introducing fun and playful/game elements into the workplace might give rise to perceived coercion and oppression, which can lead to serious negative repercussions. Our second main step in the section with the theoretical considerations was to focus on proving whether the concepts “work” and “play” are substantially compatible. Here, we explained that the traditional view of “work” as antithetical to “play” is contextual embedded and thus, not transcendentally valid. Then, we studied how with the evolution of management studies the “work” and “play” dichotomy broke and some “playbour”hybrid forms emerged. While the boundaries between “work” and “play” have become 83 quite blurry, we figured out that distinguishing between these two experiences is mainly a matter of personal perception. Then, we claimed that playful attitude requires a high degree of voluntariness, agency and no goal outside itself. On these grounds, we concluded that applying fun and game elements into the workplace is a powerful tool for improving employee performance and satisfaction, but if there is not enough room for voluntariness and agency, it can also lead to serious negative repercussions. The next main step was to define an ideal model business organizations should strive for, when applying games/game elements into the workplace. We introduced the concept of “flow”, which helped us to reveal the layer beyond the artificial distinction between “work” and “play”, by analysing a mental state of the individual, which can be observed by activities commonly classified as both. This state of mind (“individual operates at full capacity”, “feels complete and energized focus in an activity and high levels of enjoyment and fulfilment”) marked the case, when the implementation of game principles and techniques into the workplace is not only appropriate, but even requirable. On these grounds, in the empirical research part of the paper we analysed whether the conditions for entering flow have been fulfilled in the gamified initiatives. Our third research objective was to examine the available implementations of the concept. This way, we wanted to prove how the constructed framework matches to the reality, in order to deliver comprehensive and credible results. Based on the intuition developed from the theoretical considerations we formulated propositions and analytic scheme, which guided the data collection and analysis. After applying the analytic scheme on fifteen accessible cases, a wide variety of possible objectives, areas of application, complexity, levels of voluntariness, etc. has been observed and described. Although the examined diverse constructs had different roles, importance and relevance, they generally proved being viable in various real-life enterprise contexts. Nevertheless, the question as to how efficient they are, and how to optimally apply them, remained open for further research. Our fourth research objective was to explain overlaps and/or inconsistences between the empirical results and the proposed theoretical framework and to prove whether any adjustments are needed. In order to accomplish this, we first compared the findings from the single case studies with the propositions. The most important findings are as follows: Proposition 1 Although the empirical research revealed a wide variety of viable work constellations with implemented games/game elements, we cannot pretend that 84 we proved that every task can be gamified. Nevertheless, no data was found indicating that this statement is wrong. Without pretending for hard and rapid conclusions, we claim that there are some concentrations of games/game elements usage in trainings, sales related activities, project management, employee rewarding and recognition programs and knowledge collaboration. Gamified solutions were clearly observed also in hiring, customer service, vendor invoicing, collaborative decision making, time recording and innovation management. Proposition 2 The second proposition stated that gamified activities can be closely tied to the everyday tasks of the employees, but should allow some agency. The empirical research confirmed this statement revealing that in the most cases gamified activities allow some agency. Proposition 3 According to the third proposition, the gamified activities provide 1) clear proximal goals; 2) immediate feedback about the progress been made; and 3) dynamic balance between skills and challenges. Indeed, in the majority of the cases activities have a structure fostering flow or at least not obstructing it. Proposition 4 The forth proposition claims that gamified activities employ motivators typical for both roles performed by the users (“employee” and “game player”). The analyzed data (see the overview in the excel table) gave proof of this statement and revealed some additional patterns: On the contrary of our assumption, extrinsic rewards (points, badges/trophies) proved to be widely utilized by implementing games/game elements into the workplace. We admit that they can be applied for drawing the attention of the users to the gamified activity, thus as some kind of “enticement”. However, bearing in mind that one of the requirements for playful attitude is an activity with no goal outside itself, we still believe that extrinsic rewards should not have prevailing role in the applications. Additionally, they can activate the so called “over justification effect”, when extrinsic rewards undermine preexisting intrinsic motivation. All typical employee motivators are very intensively implemented. All typical game player motivators are more or less presented in the cases. 85 The sub-component “advancement” proved to be highly relevant by being employed in all examined cases. The sub-components “advancement”, “competition” and “teamwork” form a “core batch” which is intensively implemented in almost all cases. The elements of the “extended core batch” (“socializing”, “relationship” plus the “core batch”) also proved to be well covered in the gamified applications. The sub-elements “mechanics” and “escapism” proved to be at least relevant in this context. The sub-component “competition” is intensively utilized in the real-life implementations. However, our recommendation is to apply it very carefully, because it can lead to perceived oppression and castigation. Setting the borders of healthy competition requires future research. The importance of the sub-component “role-playing” was underestimated. We claimed that it is a bit distanced and thus not really functional, but we didn’t think about two situations where it can be functional: 1) implementing entire interactive games; and 2) performing repetitive, dull tasks. The sub-components “customization” and “discovery” align with business goals, but doesn’t have very high relevance. Our last step by analyzing the empirical data was to conduct cross-case patter matching. This technique revealed additional patterns and strengthen the validity of some findings: Our strongest evidence for demonstrating the viability of the gamification concept within business organizations came from three cases, where core business activities with high levels of complexity were gamified. The implementations are closely akin to the proposed ideal model. Following points proved to be relevant for these constellations: 1) game elements and not integrated games; 2) employment of all typical employee motivators and a wide variety of game player motivators; 3) avoidance of “escapism” and “role-playing”. The “core batch” and the “extended core batch” proved to be highly relevant for all work constellations except “Supporting business activities, Game elements not integrated into the everyday tasks, Low level of complexity”. The cases classified in the constellation “Supporting business activities, Game elements not integrated into the everyday tasks, Low level of complexity” also proved to be very closely akin to the ideal model. The data revealed that 1) 86 integral games and not game elements; and 2) the sub-component “role-playing” are very relevant for this work constellation. The “sub-component” proved to be quite relevant by gamifing dull and repetitive core activities with low levels of agency. In this case, our recommendation is to regularly update the user-experience, so that it doesn’t lose its effect. In conclusion, we claim that the gamification concept is applicable within business organizations, but when implementing it the above summarized contextual specifics should be taken into consideration. A suggested next step for gaining more comprehensive knowledge on enterprise gamification is conducting extensive research on one concrete implementation and examining whether the involved individuals experience flow, productivity increases, etc. 87 References Andersen, N.A. (2009) Power at Play: The Relationships between Play, Work and Governance. Andersen, N.A. (2012) Hybrid Forms of Governance: Self-suspension of Power Barsoux, J. L. (1993) Funny Business: Humour. Management and Business Culture Bartle, R. (1996) Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs Bolton, S. and M. Houlihan (2009) Are we having fun yet? 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