A Game Worth Playing: Gamification In The Office

BY: Nick Bornheimer, Manager, Strategic Accounts, Allsteel

We  all  function  within  some faction  of  a  reward  system. Cleaning  your  home  or running  an  errand  can  feel cumbersome  and  even daunting  at  times.  But  it  inarguably  feels rewarding once the task is completed. An added motivation  to  earn  points  (even  if  it’s  simply brownie points with your partner or roommate) makes  the  task  less  painful  to  take on.  The same is true in competition—finding the time and inspiration for exercise or physical fitness proves difficult for many, but if calories burned and steps taken are tracked through an app and moved onto a dashboard where you can see the weekly progress of friends, you might find an extra gear during that last mile of your run. 

That first example is a more nuanced portrait of  the  human  condition,  but  the  second is  a  prime  example  of  what  is  commonly and  popularly  referred  to  as  gamification. Earning  virtual  badges,  banners…or  even bragging rights among friends is a driver that may seem  frivolous.  That  is,  until  you  try  it. The  genesis  of  gamification  dates  back  to the 1980s  (although  some  trace  elements of the theory back to the 19th century) when game  designer  and  philosopher  Thomas Malone  considered  the  idea  of  using  games to incentivize  the  completion  of  everyday tasks and real-world problems. The term was later coined by Nick Pelling, an inventor and computer programmer.

INTERVIEWEE: Coby Skonord, Founder/CEO, Ideawake

Turning anything into a game can tap into a motivation that did not exist prior. You can find countless examples of gamification in everyday life–online  shopping,  educational  curriculum, and more recently, in elements of the workplace. CoreNet  New  York  City  had  the  pleasure  of speaking  with  Coby  Skonord,  founder  and CEO  at  Ideawake,  and  expert  in  the  field  of innovation management solutions. Coby helps us distill how the implementation of gamification in the office works, where the advantages are, and  more  intriguingly,  if  this  tool  to  help  the menial become more memorable might bring about  some  negative  or  unintended  results. More or less, can gamification be “gamed?” 

For the better part of a decade, Coby Skonard has  led  the  team  at  Ideawake,  helping design  three  innovation  platforms  being used by companies to power their employee improvement and innovation programs in over 39 countries and 185 cities (Skonard notes that number is now likely closer to 300). His focus includes  managing  the  company’s  internal and external growth strategy and overseeing the  launch  of  digital  innovation  programs  for organizations  in  over  14  verticals  including healthcare, financial services, hospitality, and manufacturing.

From a work tactical point of view, Ideawake helps  organizations  efficiently  tap  into  the biggest  asset  most  organizations  often overlook—the  wisdom  of  their  workforce. This  means  capturing,  evaluating,  and implementing  the  five  percent  of  ideas  that will drive 95 percent of new business results. Gamification  plays  an  integral  role  in  this vision.

Q: Where was the idea for Ideawake born?

The  original  inception  of  Ideawake  was something I started in 2013. My background is in accounting  and  finance,  that’s what my degree  is  in.  Graduated,  got  a  job  at  Ernst & Young.  Put  in  my  two-weeks’  notice  on the first day and decided to start this. We’re 

a  software-as-a-service  platform  that  allows you to facilitate a process for capturing ideas and then moving those ideas through different processes  to  evaluate  them,  action  them, and  measure  their  impact  on  them.  Broadly speaking, it’s called an idea management or innovation  management  platform.  So  when we  use  gamification,  we  look  at  when  users perform  value-added  actions—specifically end  users—on  the  platform.  Posting  ideas, commenting,  receiving  upvotes.  They  earn points,  which  aggregate  onto  a  leaderboard, 

and we also have prizes that are incorporated. The main purpose is to help improve adoption, participation, and the overall initiatives.

Q: Should companies or employees be at all wary of gamification? Can it create a negative office culture impact or be seen as manipulative?

I  think  there  is  mostly  upside.  I’ll  have  the occasional customer who wants [gamification features]  turned  off,  which  can  easily  be done.  The  main  reason  you’ll  see  pushback is  because  gamification  does  not  support a  company’s  corporate  culture.  There’s likely another  reason,  but  I’m  not  sure  that we’re  getting  the  full  picture  and  think  they 

are  misunderstanding  the  intent.  For  the folks  that  are  detractors—at  least  for  us— we  say  there  really  is  no  harm  in  enabling gamification.  There  might  be  worrying  that 

people will game the system and that could have  negative,  unintended  consequences causing animosity in the office. So while that could  be  a  downside,  I  think  those  types  of activities  will  happen  anyway.  Meaning,  if people just focus on climbing the leaderboard, and it doesn’t correlate to more productivity, it should be discovered rather quickly.

For  us,  people  receive  points  as  others upvote their ideas. People can go around and campaign  for  votes,  I  guess,  but  that  would be  rare.  Also,  a  lot  of  folks  use  the  voting system as a leading indicator—not actually to make decisions. But overall if you come onto the  system,  you’re  more  likely  to  do  value-added activity. So even if people try to game the system, we’re still uncovering key metrics, and adoption is increased. If that were being used as the sole decision criteria for whether or not to implement an idea, meaning it had a material impact if people gamed the system for things being prioritized, then that would be an issue.

Q: So you feel that the potential consequences do not outweigh what can be yielded by the adoption of gamification?

Yes.  Exactly.  And  more  than  anything,  it’s making  sure  that  the  system  is  designed correctly. Then  there  really  is  no  downside. Are  the  right  tasks  being  incentivized?  Are there  barriers  in  place  to  avoid  people  from taking advantage of the system? If those two things are true, there is no harm…only upside.

Q: What is the process for determining if the correct tasks are being incentivized? You work with multiple companies in varying verticals. Does that part ever become complicated?

For us it’s easy. Regardless of industry, client size, et cetera…the activities that you want to incentivize  are  typically  the  same.  What  are the  outcomes  that  you  want?  Pretend  that the  gamification  system  doesn’t  exist–what do  you  want  to  do?  Say  [a  client]  wants  to 

increase sales; how do you increase sales? What are the tasks and activities that increase 

sales?  Often  very  simple  stuff—increasing the number of sales calls, improving follow-up rate, or whatever it might be. And then, it might take one, two, or three levels diving down to get to the root of how these activities are truly increased. And  if  you  have  too  many  tasks, then you stack rank them, and from there you only  incentivize  the 20 percent  of tasks that give you 80 percent of the results.

Q: That seems to be a theme for  your  overall  strategy. Uncover  and  collect  a smaller  number  of  great ideas that help drive most of the  productivity.  How  did this  become  so  important to your platform’s growth?

By  accident.  We  pivoted  the  company twice  which  is  how  we  eventually  arrived here. Originally  it  was  focused  on  helping entrepreneurs  validate  their  ideas–entrepreneurs  don’t  have  any  money, enterprise does. We took the same technology and then applied it internally and launched it inside larger companies. That’s how we got here.We  work  in  more  than  14  different  verticals now. We’ll focus a little more as time goes on, but  the  applicability  and  how  [the  platform] might  range  somewhat  across  different verticals. How people login in a manufacturing environment will, of course, be different than how  a  group  would  login  in  a  technology environment.  But  how  the  system  functions, and  what  you’re  doing  once  you  figure  out some of the implementation, is all the same. 

Q. Have you had anyone ask about or entertain the idea of gamification to encourage morefolks to work from the office as opposed to remotely?

I haven’t seen anyone try to gamify [the return to work], although not necessarily a bad idea. It’s usually just a top-down mandate like “This is  what  we’re  doing.”  And  that  hasn’t  really 

worked—pretty  much  everyone  is  back  to some version of hybrid. It would be interesting to try to see it gamified. If done the right way, maybe something to consider.