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Get Ready For Gamification: Announcing Cisco Social Rewards

December 22, 2011 at 4:24 pm PST

We are excited to announce the launch of a new program called Cisco Social Rewards! Through gamification, the program is designed to recognize and reward users for their ongoing participation! What is gamification you ask? Gamification is the integration of game mechanics within a marketing campaign, program or tool designed to increase engagement, loyalty, recognition and fun! Sign up for the program via a social connection by clicking on the Join Today banner in the right column of the page and start earning points, badges and a reputation for your activities across the blog site!

Here are just a few activities that you can perform to earn points on the site:

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Play Is a Game Changer for the WorkPlace

June 30, 2011 at 4:01 pm PST

There has been a ton of commentary on the next big trend for gamification being all about the workplace. Game techniques are being called out as a key way to improve internal performance, recruit new employees, promoting employee wellness, and rewarding employee performance.

Some quotes from recent articles that stood out for me are:

  1. Gartner named it among the top CIO trends to watch and predicted that more than half of organizations wanting to encourage innovation would ‘gamify’ their supporting processes by 2015.
  2. Games are “proven to change behavior,” says Shaun Quigley, SVP of Digital at Brunner.
  3. According to author Traci Sitzmann, “One of the advantages of games is that they are intrinsically motivating, resulting in employees choosing to repeatedly engage in game play and mastering the skills.”
  4. Salesforce.com Chief Scientist JP Rangaswami says, “Gamification at the enterprise is not a fad. It is not about providing extrinsic rewards for crap work. If work is crap, let’s fix that problem and not put any lipstick on it. It is tools that allow a significant paradigm shift from hierarchical, linear, top-down decision making work to non-linear, networked, personally selected teams, tasks, and outcomes.”

Some great examples of gamification for the workplace include:

  1. According to a recent article from FastCompany, Adam Bosworth, former Vice President of Product Management at Google, is a fan of a workplace wellness platform called Keas . Keas enables workplaces with a program where individuals or teams compete to accumulate points by completing tasks such as walking to work, eating healthier, or learning about nutrition. Winners earn badges and take home prizes, such as cash and gifts. Bosworth is quick to point out that the small rewards are not the hook, “the one thing that had a dramatic effect on engagement was being a member of a team.” The key was the teams would motivate each other, create a sense of community, and the obligation to your team peers to mutually success shouldn’t be underestimated.

  2. Marriot recently launched a Facebook game aimed at recruiting to fill their 50k open positions around the globe. MyMarriotHotel aims to entice candidates to consider the hospitality industry for their career choice. David Rodriguez, Marriott’s VP of global human resources told Springwise, “This game allows us to showcase the world of opportunities and the growth potential attainable in hospitality careers, especially in cultures where the service industry might be less established or prestigious.” See the game in action below. Read More »

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Gaming Social Awareness

May 3, 2011 at 8:48 am PST

As discussed in this blog gamification is being used to enable health consciousness, engage learners, and drive awareness on a variety of subjects.

Previous blog posts have provided examples of awareness building games:

  • Evoke – This project is the brain child of Jane McGonigal. The goal of this social network game is to help empower young people all over the world, and especially young people in Africa, to come up with creative solutions to our most urgent social problems.
  • Conspiracy for Good – Tim Kring, creator of Heroes, is the master mind behind this project. This is part alternate reality game (ARG), part crowd sourced content, Kring is blurring the lines between reality and fiction to create an interactive story, which encourages users to “live the adventure, read the signs, fight the Bad Guys and make the world a better place in the process.” The goal is attract, motivate and engage the viewers through the game, in order to make real world change with their involvement in the plot.

The most recent example of a game whose aim is to drive social awareness is America 2049. This ARG was created by Breakthrough, a global human rights organization that uses the power of pop culture to advance equality, dignity, and justice. An overview on the game is available via the video below…skip forward to :45 time mark to bypass the text inserts from the press release.

According to Breakthrough: Read More »

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