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The Leading Provider of IT Service Management Solutions

5 Minute Briefing
Gamification in Service Management
Gamification is just one subject in this three-part series, which also examines the benefits of social knowledge
management and collaboration. Each of these ingredients adds to a recipe for community success, in terms of
building and sustaining organizational momentum for better service management practices.

Gamification is the application of game mechanics and game design in non-game contexts to solve business
problems. It’s not about turning work into a game. It’s about grafting game mechanics onto your existing operations
to dovetail work and play together, drive staff engagement, increase productivity and achieve very specific business
objectives.
Global communication means we now live in a truly global market. As a result, competition has never been so
intense and the need for engaged employees never so high. Yet engagement is at an all-time low (as few as 13%
of employees feel committed to their roles1 ). This engagement crisis is the root cause of employee apathy, poor
performance, excessive staff churn rates and spiraling recruitment costs. Gamification is a powerful tool for re-
engaging employees, bringing a much needed people-based approach to improving business; and IT Operations is
a perfect use case.

Gamification isn’t new. Sales managers have been using The objective is to pull people together and activate them to
competition as a motivation tool for decades. What is new is achieve business objectives. In this case, the group is the IT
the application of competition and other game mechanics to department and the objectives are (at a high level) to improve
other areas of the business – IT included. service quality, increase IT agility, reduce costs, and generally
squeeze more business value out of technology.
Gamification is behavior hacking. It helps you to adapt
people’s work behaviors simply by being clear about what Through gamification, you can add an element of excitement
you want from them – and how they’ll be rewarded in return. to a normally mundane activity. For example, resolving
It works because it’s applied in a positive, mutually beneficial, incidents for end users is repetitive. By dovetailing game
non-exploitative way. It’s more about dangling the carrot than mechanics into existing processes, you add a motivation layer
wielding the stick. and make the process rewarding for the service desk analyst.
Game mechanics play on game dynamics, the basic human You can’t do enterprise scale gamification without technology,
desires of reward, status, achievement, self-expression, but many gamification programs fail because they jump
competition and altruism. These desires are universal, forward to a toolset implementation before the foundations
applying to all ages, genders and cultures. By satisfying these are in place. The key to success is to start with the problem
desires, gamification creates a positive and compelling user you want to solve, identify the behaviors you need to
experience. encourage, and apply game mechanics to engage and
motivate your staff.

What gamification can do for service management


• Increase adherence to processes and establish greater consistency

• Improve the execution of process stages by encouraging the most effective behaviors

• Drive collaborative working between teams, departments and sites

• Improve the capture and re-use of knowledge

• Encourage end-user adoption of self-logging and self-resolution tools

• Motivate service desk analysts to close more calls within SLAs

• Increase response rates for end user satisfaction surveys

• Support fast-track training programs to ramp up productivity more quickly

1 1
Gallup, October 2013, http://www.gallup.com/poll/165269/worldwide-employees-engaged-work.aspx
5 Minute Briefing: Gamification in Service Management

The Foundations of Gamification


The key to making gamification work is a solid understanding of the tools available and why people respond to them. Challenges
(sometimes called missions), points, badges, trophies, leaderboards, levels and profiles are the key tools of gamification. By
understanding how, where and why they work, you can map business objectives to supporting behaviors - and behaviors to the
mechanisms that will be effective in encouraging them.

Game Mechanics Game Dynamics


Game mechanics are the mechanisms, rules, tools, techniques and Game dynamics are the reasons why game mechanics work. They
currencies of gamification. They are the structures you need to put are the intrinsic human needs that game mechanics appeal to.
in place to motivate users, trigger activity, drive engagement and Different game mechanics trigger a different set of game dynamics.
change behaviors.

Challenges Reward
Challenges are at the core of gamification. The Rewards are a fundamental driver for human
challenge-reward relationship establishes a “do activity. People don’t commit to expending energy
this, get that” deal between the organization unless they are sure the reward will be worth
and the employee, offering a specific reward in the effort. By making rewards clear, gamification
exchange for a specific action. promotes repeat behavior helping you to embed
positive habits and cultural change.
Points
Competition
Each action is rewarded with a pre-determined
number of points. A point (or credit) is the game Competition is a deeply engrained trait. It’s
economy equivalent of a manager saying “Good part of our DNA. Research has proven that
job!” – with the added option of cashing in points higher performance happens in competitive
for tangible rewards that appeal to the employee. environments. Leaderboards are the primary game
mechanism for the competition dynamic – a visible
Badges definition of the performance that people need to
aspire to.
Badges are more meaningful than points as they
recognize specific categories of achievement Achievement
and act as status symbols. In IT, badges might
be awarded for solving particular categories of People are motivated to achieve set objectives
incidents, or making a number of contributions to a and work towards larger goals. Those that are
knowledge base. motivated by a sense of achievement actively
seek out challenges. The combination of their own
Levels sense of achievement, and recognition for that
achievement is a very powerful motivator.
Levels are defined by specific points thresholds,
giving points more meaning and status. For Status
example, earning 5000 points will rank a user as
an “Expert” and 10000 points as a “Guru”. From Most people enjoy the social attention they get
the user perspective, levels give them a sense of from having achieved something worthwhile.
progress and achievement – they quantify their People crave the respect of their peers and are
skills and contributions – and are useful metrics for willing to work hard to get it, because respect is an
annual reviews. indicator of success. Game mechanisms, such as
badges, trophies and leaderboards, quantify status
Leaderboards and satisfy our inherent desire for social validation.
Leaderboards add a relative edge to gamification. Self-expression
They quantify performance relative to others and,
in doing so, introduce friendly competition. It’s a Autonomy, creativity and originality are all closely
performance competition, not a fight to the death, linked to the desire for self-expression: people like
and the objective is to find out who can be the to do new things in their own way. It is a process
best, not destroy the rest; so leaderboards must be of discovery and this is where people are working
carefully planned to have a positive impact. in a state of “flow”. The need for self-expression
is critical to people, as it demonstrates their
Trophies uniqueness and communicates identity.
Trophies should be distinguished from badges: Altruism
they are awarded for larger achievements, often
involving a competitive element. For example, Research shows that Millennials take the “cause
“Service desk analyst of the month”. work” that companies are involved in into
consideration when looking for a job. They want
to know that the company has a heart - and that
there is alignment in the causes that they support.

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5 Minute Briefing: Gamification in Service Management

7 Steps to Success
Communication, engagement and education
Gamification programs frequently meet with resistance because people don’t understand them – so it’s vital to be
clear on what gamification is, how it works, and the benefits, before you launch any technology. Understand your
audience. Generation Y and Millennials are familiar with the concepts and language of gamification, but Baby Boomers
and Generation X are usually less familiar and more prone to skepticism. If you can join the dots between business
problems, game mechanics and user rewards, people will understand the broader purpose and, crucially, what’s in it for
them.

Start with the business objectives


One of the most frequently used definitions of gamification is “the use of game thinking and game mechanics in non-
game contexts to engage users in solving problems”. Solving problems is the key phrase here. A gamification program
has to begin with a clear purpose. Start with the problems and look at how gamification can help solve them. Be as
specific as possible - this will help you to map problems to the behaviors you need to encourage. For example, if the
service desk is suffering an excessive number of SLA breaches, creating incentives for closing incidents within the SLA
period will create more of a sense of urgency. It’s better to reward good performance than punish poor performance.
Whichever challenges you are facing, it’s important to start small. Attempting a complex gamification program before
users and administrators are ready means it’s likely to collapse under its own weight.

Identify target behaviors


Before you even think about gamification technology you need to understand what good performance looks like; what
behaviors combine to get the results you need. Generally, in the context of the service desk and IT operations these
behaviors fall into two buckets: process adherence and activity performance. To get quality output from people you
need them to follow a quality process. You also need them to execute process steps quickly and efficiently. A systematic
examination of underperforming processes will throw light onto where behaviors need to be improved.

Incentivize behaviors
Having identified your desired behaviors it’s time to map those behaviors to specific game mechanics in a tailored game
model that articulates what users will do, why, and how they will be rewarded. This is what you are going to implement.
There is no off-the-shelf game model, as the challenges of each organization are unique, so building a game model that
will work for your organization is a vital part of the process.

Deploy technology
Now (and only now) are you ready to look at gamification tools. Having defined a game model - including desired
behaviors and the mechanics which will drive those behaviors - you will be in a good position to evaluate tools against
these requirements. Gamification is absolutely core to the user experience, so game mechanics will only work for IT
operations if the gamification engine is a native part of your ITSM solution. Integrating third party gamification engines
into complex ITSM solutions introduces unnecessary implementation, integration, maintenance and usability headaches.

Drive adoption
Gamification is a useful tool for driving the adoption of change - whether that is technology change, or cultural change
(both are founded on behavioral change). The number one factor for adoption is education: do users understand what
it’s for and how it works? Most digital natives (Generation Y and Millennials) are familiar with game mechanics, but older
demographics will need training. Understanding your user audience is the key to designing an effective training and
adoption program. The system itself should be intuitive and frictionless; not adding overheads on top of the work that
people are already doing. Gamification is inherently social and open – people have visibility of each other’s activity – so
the early adopters will help to show everybody else the way.

Measure and iterate


Measuring gamification means measuring three things: engagement levels, activity and results. By measuring
engagement you can pin-point who is or isn’t involved – and devise strategies for extending engagement into those
groups. By monitoring activity you can drive continual improvement in the way you manage your gamification program
(which challenges are people picking up and which are being “left on the shelf”?). Measuring KPIs against activity
helps you to link your gamification program to business performance, proving the case for continued investment in
gamification.

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5 Minute Briefing: Gamification in Service Management

The Impact of Gamification in Service Management

A major player in the With a clear idea of what needed Metrics showed that 15% of incidents
to happen, the organization began were now being solved by end users
leisure industry was facing mapping out the specific actions/ themselves, and the incentives offered
issues with service desk behaviors they wanted to encourage. had driven a change in behavior: the
To solve the problem of mundane knowledge base was now the first
performance. and repetitive work, they planned out port of call for many end users when
The proportion of issues being a game model for the service desk they encountered minor IT issues.
solved at the first line was 1/3 of the – introducing points, skills badges When end users were fully engaged
industry benchmark, meaning that the and a leaderboard to incentivize key and familiar with the mechanisms
expensive 2nd and 3rd line resources behaviors and give analysts instant and rewards, the game model was
were constantly being pulled in to help feedback and rewards. extended to promote peer support.
solve low level issues. By giving incident management a By deploying a collaboration platform,
A closer look at the problem revealed structure that went beyond simply integrated with game mechanics, end
that staff turnover was very high and picking up the phone again and again, users were able to share and re-use
engagement was very low. Due to the gamification gave more meaning to their own knowledge, whilst gaining
number of repetitive tasks that analysts the work that analysts were doing and points for their effort and badges for
were handling, they were bored, created a powerful motivation layer. sharing specialist knowledge. The
unmotivated and easily tempted by growth rate of the knowledge base
Much of this was focused on knowledge
other organizations. Staff were burning increased once again, covering not only
capture - motivating analysts to
out soon after they had completed their support issues, but also application
categorize and document incident
extended training. best practices.
resolutions properly in order to fuel the
The knowledge and skills that the growth of their knowledge base. Within With fewer low-level issues to deal with,
company had invested in was leaking three months, the knowledge base had service desk analysts now enjoy a more
out of the organization, so the burden grown exponentially, analysts were varied role, get regular feedback and
of incident resolution was falling on no longer continually reinventing the rewards, stay longer in the organization
the more technical people. Inside the wheel, and there was sufficient content and take operational pressure off
service desk, a never ending cycle of to present resolutions for low-level 2nd and 3rd line resources – leaving
recruitment and training meant that incidents to the end user community. more time for development projects.
only a small proportion of service Recruitment costs have dropped,
At this stage, having built a solid
desk analysts were fully trained and performance metrics improved, and IT
foundation within the service desk, the
committed at any given time. They were customer satisfaction ratings have seen
IT department created a game model
suffering from an engagement crisis. a steady increase.
for end users, rewarding them for using
The key objectives were to improve the knowledge that had been built up.
staff retention with better engagement,
drive the capture of knowledge to
reduce the impact of “brain drain”
and promote the re-use of knowledge
within the service desk and end user
communities to improve productivity.

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Axios About the Author Find out more
• 5 Minute Briefing: Making IT
Dr. Nigel Martin Collaboration Work
For more than 25 years, Axios VP of Global Marketing
Systems has been committed • 5 Minute Briefing: Social
to innovation by providing Nigel Martin has more than 20 Knowledge Management
rapid deployment of Service years of experience in global
Management software. With enterprise software. Nigel has
an exclusive focus on Service written multiple research papers
Management, Axios is recognized on organizational strategy and
as a world leader, by the leading holds a doctorate in strategy and
analysts and their global client organizational brand development.
base.
Nigel can be contacted at
Axios’s enterprise software, nigel.martin@axiossystems.com
assyst, is purpose-built, designed
to transform IT departments from
technology-focused cost centers
into profitable business-focused
customer service teams. assyst
adds tangible value to each client’s
organization by building on the
ITIL® framework to help solve their
business challenges.
Axios is headquartered in the UK,
with offices across Europe, the
Americas, Middle East and Asia
Pacific. For more information about
Axios Systems, please visit us:
www.axiossystems.com
@Axios_Systems

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