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In our second industry report on gamification platforms we evaluated and interviewed, analyzed, and compared twelve sales gamification platforms and twelve universal platforms and their vendors. These platforms address engagement challenges that many companies face in regards to younger sales reps - aka Millennials or Generation Y.
As gamification moves from a novelty to a mainstream technology, and shifts from a customer to an employee engagement program, organizations need to consider gamification strategies. Sales Gamification Platforms provide solutions for the sales process, while universal, enterprise grade gamification platforms can be deployed beyond sales throughout an organization and integrate gamification experiences, engage players, and collect data across processes.
This report is for organizations and sales managers that want to increase sales and sales reps engagement. If your sales force is composed of many Millennial sales reps, then this report is perfect for you. This report is also for gamification platform vendors and gamification practitioners.
To help organizations make an informed decision, we queried all vendors and other contact about the product and service offerings on a variety of categories. Readers will learn about
The sales gamification platforms that we evaluated for this industry report are:
The universal gamification platforms that we evaluated for this industry report are:
Gamification Industry Report 2015 - Sales Gamification Platforms
Evaluation, Comparison, and Predictions
Publishing Date: May 2015
File Size: 10.4MB
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Playing is part of human nature. People spend endless hours playing games like Monopoly or FIFA because they are enormously motivated to improve their scores or to win the game. Within gamification, studies and businesses examine how this motivation can be transferred to work environments. Thereafter, game elements are implemented into work processes in order to increase motivation and performance. Today, gamification is mostly applied in marketing, employee training or hiring processes in big companies. However, few practical examples exist on gamification of management control systems (MCS), which should be of particular interest, since management control is at the core of every business. The problem is that management control is often perceived as pure mathematical exercise without connection to corporate goals. The work of management controllers is misunderstood due to a lack of understanding figures and indistinct communication. The question is, whether gamification could be applied to overcome these hurdles. This study examines opportunities and limitations of gamification of MCS on the basis of small and medium enterprises operating in Germany. Literature review and expert interviews help to understand the relationship of playing games and MCS, to assess issues of MCS that gamification could solve and to evaluate whether game elements are already applied in MCS. The results of this academic work suggest that potential for gamification of MCS exist, especially with regards to visualisations and graphical illustrations, while limitations are for instance difficulties in translating complex processes into game elements.
The Flow-Theory is one of the fundamentals for gamification, describing how games and gamification designs keep increasing difficulty to match the growing skills of a player. Basically, when you play a game for the first time, you don’t know yet the rules and intricacies of the game. That’s why it on-boards you with simple tasks and exposes you to few features. In Angry Birds you just start with one type of birds. But once you become more familiar with the game, it adds new features, more difficult challenges, fiercer enemies. Angry Birds gives you more complex structures to destroy and adds more types of birds.
This is what gamification designers aim at replicating. Instead of exposing a user to all features of let’s say a CRM system right away, users need to show repeatedly that they master those tasks and gradually the CRM system unlocks more features. Sony demonstrated an example with their Sony EvolutionUI for Android phone users.
If you don’t adapt difficulty to a user’s or player’s skills, the system either starts out as frustrating or becomes boring over time.
Brazilian startup Beonpop is taking a refreshing view on how to measure social media influence. Already sporting 300,000 users globally, Beonpop currently harvests data from Facebook (connections to more social networks are planned) and calculates a timeline of POPs - Beonpop's own influencer score - that rank performance and influence. Based on Facebook-typical activities such as Likes, comments, and shares on a users posts the POPs are then used to rank the user against connections.
A newcomer like Beonpop is highly needed, after prominent competitors such as Klout have stalled with their features. Influencer scores have become a criteria for hiring decisions for social media positions, and may indicate to companies to better pay attention to certain influential individuals when there is a complaint about a service or product.
Unlike Klout, Beonpop's score is open ended and not limited to a value between 0 and 100. This fact has led in the past to Justin Bieber showing a higher Klout-score than president Obama, and required Klout to adjust their algorithm.