Gamification is the application of game design mechanics, such as points, competition and social engagement in non-game contexts. While games engage for the sake of entertainment, gamification engages to accomplish an objective. As we all know, the best way to get someone to do a task is to make the task something they want to do.
Traditional games can engage people’s attention for hours, motivating repeated Behaviour and forming habits. Gamification aims to harness that ability, with the help of tools and mechanics used in games, to engage people in serious tasks through leveraging on the understanding of human motivation to design engaging and fun experiences; hence achieving the business objective.
Evelyn Chue, Managing Director,
People Psyence®
Encourages self-learning and increases memory retention
Encourages engagement and job satisfaction
Encourages voluntary participation in various tasks
Encourages engagement and job satisfaction
Increases the brand impression on the audience
Increases KPI achievement
Inspired by Double Diamond design process, Outcome Based Education (OBE) and Strategy Dashboard, we have developed our own approach to assist our clients in designing and delivering gamified experiences that focuses on learning and triggering desired actions to achieve the intended goals.
People Psyence® has used this approach for various gamification projects which include Employee Engagement, Employee Onboarding, Team Building, Event Engagement, and Value Alignment campaigns, along with other specialized learning content such as Cyber Security, Compliance and many others.
Developed by Amy Jo Kim from her work with genre-defining games like The Sims, Rock Band and Ultima Online, Game Thinking takes the best parts of several approaches and combines them to deliver deeply engaging experiences that focus on habit building to develop mastery.
Here at People Psyence®, we have our very own in-house Game Thinking expert! Jaxton Cheah was recruited by Amy Jo Kim, the founder of Game Thinking Academy (GTA) to be a GTA coach. He coached reputable companies like TESLA, CISCO, Doctor.com during the Game Thinking Live global event in San Francisco.
People Psyence® has experience and expertise in assisting our clients to learn and implement gamification on their own. Leveraging on our successes in designing and delivering gamified experiences, we have developed a learning experience that allows participants to grasp the concept of gamification and enable them to design and implement gamification of their own.
We have designed several off-the-shelf programmes that have seen
success in several organisations across various industries.
Embracing change depends heavily on mental resilience. With the changes that have taken effect due to the Covid-19 pandemic, there is a need for people to build resilience. To address this need, the Building Resilience programme was designed in partnership with Eunoia, an affiliate of People Psyence® that specializes in mental health services.
This gamified programme facilitates hands-on learning about resilience, engaging players through social activities, practical applications and a compelling storyline.
At the end of a Building Resilience campaign, 42 out of 45 participants (93%) felt positive about the programme and indicated that it was helpful to them.
We have designed several off-the-shelf programmes that have seen
success in several organisations across various industries.
At the end of a Building Resilience campaign, 42 out of 45 participants (93%) felt positive about the programme and indicated that it was helpful to them.
Embracing change depends heavily on mental resilience. With the changes that have taken effect due to the Covid-19 pandemic, there is a need for people to build resilience. To address this need, the Building Resilience programme was designed in partnership with Eunoia, an affiliate of People Psyence® that specializes in mental health services.
This gamified programme facilitates hands-on learning about resilience, engaging players through social activities, practical applications and a compelling storyline.
Following the successes of the Building Resilience programme, there were requests for a similar programme that took resilience to the ‘next level’. Together with Eunoia, we designed the Building Mental Toughness programme. While mental resilience enables people to embrace change, mental toughness empowers people to thrive in the midst of change and challenges.
The Building Mental Toughness programme is a gamified programme that frames the complex concept of mental toughness in a fun, engaging, and palatable manner; leveraging on story-driven analogies, social activities and practical applications.
At the end of the Building Mental Toughness campaign, 11 out of 12 participants (92%) enjoyed the programme. Additionally, 10 out of 12 participants (83%) indicated that the programme was helpful in facilitating their learning about mental toughness.
At the end of the Building Mental Toughness campaign, 11 out of 12 participants (92%) enjoyed the programme. Additionally, 10 out of 12 participants (83%) indicated that the programme was helpful in facilitating their learning about mental toughness.
Following the successes of the Building Resilience programme, there were requests for a similar programme that took resilience to the ‘next level’. Together with Eunoia, we designed the Building Mental Toughness programme. While mental resilience enables people to embrace change, mental toughness empowers people to thrive in the midst of change and challenges.
The Building Mental Toughness programme is a gamified programme that frames the complex concept of mental toughness in a fun, engaging, and palatable manner; leveraging on story-driven analogies, social activities and practical applications.
The Covid-19 pandemic has brought with it a whirlwind of changes, including the forced transition into working from home. This jarring shift has brought on several challenges. Employees working from home grapple with distractions, work-life separation, social disconnection and stress. However, despite these challenges, a recent survey found that employees reported an increase in productivity of up to 47% when working from home. Thus, there is a need to equip employees to work from home effectively.
The Embracing Work From Home programme is a gamified programme that presents practical advice on coping with working from home while promoting social connection; optimizing employees’ work from home experience.
At the end of the Embracing Work From Home campaign, 19 out of 23 participants (83%) indicated that the programme was helpful to them. Specifically, participants indicated that the programme was useful in helping them bond with their teammates, destress and relax, and cope with working from home
At the end of the Embracing Work From Home campaign, 19 out of 23 participants (83%) indicated that the programme was helpful to them. Specifically, participants indicated that the programme was useful in helping them bond with their teammates, destress and relax, and cope with working from home
The Covid-19 pandemic has brought with it a whirlwind of changes, including the forced transition into working from home. This jarring shift has brought on several challenges. Employees working from home grapple with distractions, work-life separation, social disconnection and stress. However, despite these challenges, a recent survey found that employees reported an increase in productivity of up to 47% when working from home. Thus, there is a need to equip employees to work from home effectively.
The Embracing Work From Home programme is a gamified programme that presents practical advice on coping with working from home while promoting social connection; optimizing employees’ work from home experience.
Our gamified programmes have seen many successes in various organisations.
These case studies summarise a few of our client projects.
KWAP had just refined and updated their corporate values and sought to socialize these new values in a company-wide initiative. They wanted to gamify the values campaign in order to achieve high participation rate and track employees’ understanding of the new values.
“Gamification built with Design Thinking: A corporate values campaign in financial services​”
People Psyence® utilized Design Thinking to develop a values campaign to raise awareness
of KWAP’s newly updated and refined vision, mission and values. ​There was a 99%
participation rate, with over 74% of the workforce reporting a greater understanding of the
organisation’s vision, mission and values.
AKPK wanted their employees to internalize their cultural values. To ensure that all their employees, both at the headquarters and in the various branches, would internalize the cultural values and demonstrate the related behaviors, AKPK sought to gamify their values campaign.
“Corporate Culture Campaign with 244% Increase in Employee Engagement ​”
People Psyence® designed a gamified value internalization campaign to facilitate internalization of AKPK’s cultural values and improve employees’ work ethics and overall performance.
The gamified experience was identified as a key factor for the campaign’s success. There saw a 244% increase in employee engagement and was fundamental in getting buy-in from management for more flexible work arrangements, resulting in a change in their corporate culture.
AmBank Group HR were facing challenges in encouraging non-management employees to contribute opinions and feedback in a public setting. Hence, they sought to gamify the next Townhall in the hopes of higher engagement and participation.
“Banking on social interactions for a successful digital journey”
To supplement their initiative in digitalizing the customer experience, AmBank sought to increase communication within the Group HR department. People Psyence® utilised a co-creation approach, facilitating and partnering the AmBank project team in designing a digital journey to increase participation and engagement in the upcoming HR Townhall.
There was a 90% participation rate, with the Townhall seeing more questions and discussions occurring than previous Townhalls.