Task 3 Reading Article HBR 2023 Does Gamified Training Get Results

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New Research and


Emerging Insights

C all fun
CO RP O RATE TRAI NI NG I SN ’ T
and games, but maybe it should be.
Most of us have (often grudgingly)
used corporate learning systems. We
skim through the 50-slide PowerPoint
decks hoping to correctly guess enough
answers to pass so that we can get back
to our “real work.” Anything we learn
I N T H E O RY may be forgotten by the time we receive
our certificate of completion. But a new

Does Gamified Training study shows that gamified training done


right—lessons conducted carefully and
Get Results? over time, incorporating elements such
as progression through challenges and
Yes—under certain conditions. levels, instant feedback, points, and
competition—can significantly improve
employee performance.
The research took place at the pro-
fessional services firm KPMG. “Leaders

Illustrations by JAMIE CULLEN


Harvard Business Review
March–April 2023 17
IdeaWatch

had developed a gamified training tool


for their employees, but they didn’t
want to just roll it out and wonder
whether it worked,” explains Ryan
Buell, a professor at Harvard Business
School and a coauthor of the study.
“They were committed to rigorously
testing the effects.”
The study was conducted among
client-facing employees in 24 offices
participating in the training, which was
rolled out at various times in a random­
ized order. Called KPMG Globerunner,
the training was meant to deepen
employees’ awareness and understand­
ing of the firm’s products and services so
that they could better identify business
opportunities. Employees designed a
character for themselves and “raced
around the world” answering questions
about the firm’s offerings. A correct
answer earned travel points that enabled
players to progress. Employees could
also complete mini-game challenges to
earn additional points and unlock new
levels. Participation was optional and
open-ended; employees could engage the share of people in each office who a higher willingness to train increased
with the platform as frequently and for logged on to the platform at least once fees collected by 16% more than others.
as long as they liked. (indicating an interest in furthering Offices in which employees were more
To determine the training’s effects, their skills to help meet KPMG’s goals) engaged with their jobs to begin with
if any, on each office’s performance, the and how quickly they did so once the increased total business opportunities
researchers analyzed five measures on platform was available. Finally, they by 8% more, opportunities from existing
a monthly basis over 29 months: fees analyzed whether and how much leaders clients by 10% more, and opportunities
collected, the number of clients served, in each office played the game. from new clients by 7% more.
total business opportunities generated, Analysis showed that the training Leader engagement with the train­
opportunities generated from existing helped increase fees collected by partic­ ing was also important. The more office
clients, and opportunities from new ipating offices by more than 25%. The leaders who registered to use the plat­
clients. To measure each office’s use of number of clients rose by up to 16%, and form, the higher the employee sign-up
the training, they looked at how much opportunities from new clients rose by as rate. And that improved results. Offices
time employees spent playing Globerun­ much as 22%. The more that employees whose leaders participated more than
ner and the number of questions they played Globerunner, the more likely they others increased fees collected by 19%
answered. To assess employees’ engage­ were to improve performance in their more and grew the number of clients
ment with their jobs, they calculated jobs. Offices whose employees showed served by 7% more.

18 Harvard Business Review


March–April 2023
IdeaWatch

The researchers offer three recom- who had low engagement with their I N P R ACT I C E
mendations for using gamified training jobs, and regardless of whether their
to improve employee performance.
Communicate enthusiasm to
leaders used the training,” says Wei
Cai, an assistant professor at Columbia “Rote Training
managers and employees. Before
adopting gamified training, organiza-
Business School and another coauthor
of the study. Is Boring—
but Games
tions should stress the importance of However, those workers’ results
manager participation. Leaders who probably won’t be as robust or obvious
visibly play while in the office are more as improvements among more-engaged
likely to boost employee participation
and business results. “Prior research
employees; such trainings aren’t a pan-
acea for poor engagement. So organiza- Are the
on digital gamified training platforms
tells us that they can be seen as a dis-
tions should set officewide performance
goals rather than define success by how Opposite
of Boring”
traction,” says Tatiana Sandino, a pro- much the least-engaged employees
fessor at Harvard Business School and a improve.
coauthor of the study. “But if the leader Be patient. Don’t expect same-day
jumps in and signs on to the platform, or even same-week results. Most of the
Christian Gossan, a director at
it gives employees license to sign on as performance boosts at KPMG took hold
the advisory firm KPMG Australia,
well.” It also encourages employees to in the second or third quarter after the
led the creation of the gamified
see the training as more important than training was introduced, and they grad- training platform described in the
they otherwise might. ually increased thereafter. This cumu- accompanying article. He recently
Employees should feel comfortable lative effect will most likely continue spoke with HBR about KPMG’s
using the training at their desks during as employees improve their mastery of experience with this learning
office hours, free from concerns that the lessons and their knowledge of the approach. Edited excerpts of the
conversation follow.
others might think they are goofing firm’s offerings. “When organizations
off. “The fact that it’s fun may make it implement this kind of system, they
What problem was gamified
seem less permissible,” Buell says. “Do need to give it time,” Sandino says. training meant to solve?
I really get to play at work? The leader “People may not be able to immedi­ately We have numerous service lines,
is modeling that not only is it OK to apply all their new knowledge.” so we needed to deepen em-
play; playing is a good thing.” In other KPMG’s employees continue to use ployees’ understanding of all our
words, playing should be viewed as a and benefit from the training platform. offerings and capabilities. Rote
training is boring—but games are
legitimate part of work, not as a break Even though the study ended more than
the opposite of boring. And their
from it. 18 months ago, “We continued to track
interactive nature means that
Measure outcomes officewide. Per- their performance,” says Cai. “And we people can’t just click through
formance improvements at KPMG were saw that the benefits persist long after to completion. We started with
greater in offices where many of the the rollout.” a pilot for employees in our
employees were already engaged with HBR Reprint F2302A Australian offices. Australians
their jobs. But the firm’s results also are mad for sport, so we used
an athletics-themed platform.
suggest that organizations will see some
ABOUT THE RESEARCH “Learning When we decided to go global
level of improvement from everyone. or Playing? The Effect of Gamified with the approach, we made a
“The time spent on training and the Training on Performance,” by Ryan W. Buell, more universally appealing one
number of questions answered boosted Wei Cai, and Tatiana Sandino (working called KPMG Globerunner, which
performance even among employees paper) is now used by employees in 100

20 Harvard Business Review


March–April 2023
countries. People race around the
world by answering questions and
completing challenges, and each
year the top 10 scorers in every
country participate in a global
tournament. The impact on sales
has been substantial, and we be-
lieve Globerunner has helped with
employee engagement too.

What does a KPMG game


look like?
Well, it’s never going to be
confused with Grand Theft Auto!
But we knew that the digital
trainings couldn’t look amateur-
ish if we wanted people to take
them seriously, so we used expert
developers. We stayed away from
animated graphics, which quickly
become dated. You can focus too
much on glossy design and me-
chanics, though. You also need to
ensure the participation of users.

How do you persuade employ-


ees to play?
First, make sure the experience
is fun! Most employees—83%
of them—say they enjoy playing
Globerunner. Second, emphasize
that it’s a time-efficient way for
people to improve in their roles.
Third, be aware of cultural consid-
erations. For instance, gambling
elements of any kind are prohib-
ited in some countries. Finally, rolled out the platforms in their Do you have any “cheat codes” with elements to help our people
avoid a male bias, which is a real member firms, and that’s led to for organizations that want to discover their personal purpose.
risk with game design. We always some great interactions between try gamified training? And don’t be afraid to expand. We
include female designers. our youngest employees and our Collect data on people’s play so have another gamified training
most-senior ones. that you can improve the user that educates employees about
How can leaders help? experience. Don’t make the specific clients and prospects.
It’s important that they are seen Is there any risk of abuse? training only about the firm; think We often include it in proposals
engaging with the trainings You do need to monitor for that. about the why, not just the what. to prospects to demonstrate our
themselves. Otherwise, junior Each year a small number of We’ve modified Globerunner to commitment should they sign with
employees might worry about employees—about 1 in 10,000— include content about purpose— us. Twenty years ago it would have
being perceived as shirking if become compulsive users, and things that relate not just to our been hard to imagine that a game-
they play while at work. Some for their sake as well as the firm’s, service offerings but also to the like experience could help us win
of our CEOs have personally we need to intervene. value they bring to clients, along business—but here we are.

Photograph by NICOLE REED


Harvard Business Review
March–April 2023 21
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