Over the last year we have been working on QuizBiz, our social gamification solution that allows any organization to set up its own social game app for employees on topics that are relevant to it. The first set of customers and users have now begun using the apps and here are 4 dimensions we realised are most important:
1. The Social Dynamics - Yes, we did anticipate people would play a bit, but within the corporate environment, we were not sure how topics like Conversion Process Management or the cryptically named Finance would really hold the audience’s interest. Yet people played, and how! With our first rollout for a global Insurance company, over a three week period, people played over 15,000 games and answered 180,000. For some reason, having a colleague challenge you, created a dynamic that was much more compelling than when we originally designed the game. This also challenges us to think of ways in which we can enhance the social experience.
2. Different Strokes for Different Folks - There was quite a difference in player styles. Some people were driven by wanting to get on top of the leaderboard, challenging others constantly; others played a few games with regularity and were seemingly content with slow progression and no burning desire to be on top of the leader board. The latter continued playing even when the competition was done. Some people played a couple of games initially and then stopped. So the lesson here was that we always needed to be aware of the player types and look at what the game can offer to keep them engaged and coming back for more.
3. What behaviour to reward - Similar to games available in the market, we had designed the game to reward players who played more often. From a corporate learning format, this meant that players who knew the answer and scored right on the first try did not score as high on the leader board as another player who would not have known the right answer first, but got it right over playing 10 games. This is not necessarily what we want to reward in the corporate environment so it is back to the drawing board for the next version.
4. There is no such thing as too much content - The biggest contributor to the success and also the biggest constraint is still engaging content. How do we ensure that there are enough questions to keep the game interesting and how does one refresh the question set? User generated questions perhaps?
- Rati Menon, Managing Director, TIS Switzerland