The wave of discontent was quelled when we expanded and clarified the list, and everyone was able to participate in the activities on equal terms.
There were also attempts to outwit the system: employees began to unite into teams to write texts in the expectation that each of the authors would be paid the full amount of cogs for the material. It was necessary to establish in the rules that cogs for texts are issued in a fixed equivalent once, but if the authors wish, they can divide this amount among themselves.
All this shows how important it is to think through all the mechanics at the start, clearly write down and explain the rules of the game to everyone.
Read on the topic: Salary in cryptocurrencies: how employees welcome this innovation and what risks there may be
Specific metrics can be used to measure the effectiveness of gamification in a company. According to Maria Nikolaeva, Marketing and PR Director of Yuztech Group, the company introduced the UseCoin corporate italy telegram database currency in 2021 to develop and strengthen the HR brand, and the results are already visible.
Maria Nikolaeva, Marketing and PR Director of Yuztech Group:
"Before implementing gamification through the internal referral program, we filled less than 5% of vacancies. Now it's 20%."
Maria Nikolaeva also cites other figures in favor of gamification:
91% of employees today are ready to take advantage of the referral program and recommend the company as a reliable and attractive employer;
employee satisfaction rate (eNPS) does not fall below 78%;
77% of employees are satisfied with the terms of cooperation and corporate culture;
After implementing this practice, employee engagement levels increased to 87%.
The accumulated currency is supposed to be spent in the corporate store of "Yuztekh" - you can buy branded merch (hoodie, backpack, shopper, rubber duck, etc.) and equipment (robot vacuum cleaner, electric scooter, etc.). One of the most popular products is the rubber duck. Some employees collect a whole collection.
Is it possible to evaluate the effectiveness of gamification?
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