Gamification in Corporate Level

In the modern life, games already become part of human life. Almost every people in earth play games, from traditional game such as hide and seek until modern virtual reality games. One of the goal of the game is to experience the happiness of doing things, rewarded and punished based on what they do and we see that it’s relevant for people to develop the uses of games for their daily life, working life, and other activities.

As a company, employees are capital that needed to be developed in order to develop the company itself. Training is one of the solution to develop the employees. Nowadays method such as e-learning is seen as a comprehensive solution since it won’t require employees to leave their desk to join the training and can maintain their productivity while doing the training.

Taken from Badgeville Wiki, Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals. Gamification taps into the basic desires and needs of the users impulses which revolve around the idea of Status and Achievement.

According to Forbes, organization like Marriott, Deloitte, Aetna, and Department of Defense are using gaminguse games to recruit and develop their employees. The growing interest in gamification stems from a desire to increase engagement levels among employees and in the process bring more visibility, openness and a system of rewards and recognition into the workplace.

Furthermore on Forbes, the power of gamification is eliminating competitive comes down to this: it taps into the competitive fires and make us more engaged, feel a greater sense of accomplishment and are more willing to go the extra mile in either making more sales calls, completing more training programs, or answering more customer center calls. And because of our progress, we continue to increase our engagement with the game and reach new levels.

Brand Marketing New Playground: “Cardboard”

At the second quarter of 2015, Google just introduce us new way to experience 3D VR (virtual reality) called Google Cardboard. What is so special about the cardboard? The answer is the price. Wearable headset to experience VR hype starting around year 2012, when Oculus Rift development kit successfully funded at Kickstarter. Since then many tech companies want to become the leader in such technologies.

More than 3 notable technology companies create devices to claim the title, we have Sony with their Morpheus, Steam HTC VIVE, Oculus Rift, Razer OSVR, Microsoft Hololens, etc. But to get one of those product in your head you need to pay around USD 350. And then the Google cardboard arrive, offering VR experience with just 20 bucks and your smartphone.

With cheaper product we can know cardboard disadvantages (price cannot lie). The cardboard disadvantage such as:

-          Made from cardboard (not water / sweat resistance)

-          Limited interaction with VR (only one button)



Those disadvantages makes Google cardboard like a child’s toy for hardcore gamers. But for marketing purpose the price can be advantage for widespread use, and some of disadvantage can be turned into powerful marketing tools.

How it can be done?

  1. As we mention above, the price of 20 bucks is far cheaper than its competitors. When we use device in on ground promotion / below the line promotion, we cannot avoid technical problem, or in the worst case, broken device. Buy 5 cardboards as back up is friendlier to your pocket. Not to mention you can always spare 1 back up cardboard to double the number of customers experiencing your VR advertising in parallel.


  1. Made from cardboard makes this cheap device is printable. Red, Blue, or Green, whatever color match with your event booth. If on some occasions, you let your customers to bring the cardboards to their home, they will be exposed to your brand every time they use it.


  1. Cardboard only has one button, but who needs more than that? For marketing purpose, most of your customers will not be geeks who needs 4 buttons or so in their VR adventure. What the customers need to do are just sitting, watching 3D immersive advertising, and push button to reply the video.


With this new device, your below the line marketing playground will be expanding. Creating brand new and unique experience for your costumer, and makes your competitor feels old school.




Corporate Classroom Training: IMPROVED!

Recently we’re just partnering with Talentbox, an HR Consulting and Training company, together with Inbox, a design studio, to create a breakthrough in the corporate classroom training.

Few months ago, when I first heard the brief, finding out a board game designed into a classroom training, is very exciting. Honestly, it feels a bit weird (in a positive manners) to find a non-gaming company who have implemented a game into non-gaming environment: classroom training.

The objective of this project is to make corporate value learning easier, with a fun way. This project called Quest for Excellence. Through this, we deliver a learning mechanism where participants do the learning proactively by involving in a game. The game consisted of 2 elements: physical boardgame and the digital apps in a tablet. These two parts are complementing each other to create a new learning experience.

Why this matters?

We’ve been through the pilot testing with the users. The game has been brought into the classroom learning session together with a seminar, role-play, group sharing, physical game and so forth, and is receiving a positive feedback from the test group.

My point of view is that this new learning experience can bring a motivation to all of the participants, to learn more, compared with a regular classroom training, where participants are passively involved. As Shieny has said in previous post, “voluntary learner learns best”.

The game is designed for groups of 3-4 players, where they can compete with another group. By discussing strategy, anticipating luck and unluck, going through quizzes, group role play & sharing, combined with their understanding of corporate culture, all these make a better & fun way of learning.

Bonus: at the end of the session, participants are going to play a minigame in the tablet. This game is a magnet-like mechanism controlled by all of the players. This game is chosen to highlight the teamwork & coordination between group members, as well as a refreshment to the whole training session.

I will share you a follow-up post regarding the result of the training when it is implemented soon.

3 Main Reasons Why Your Corporate Training can be Improved using Games

As we all know, training for employees in corporates is extremely important, as it improves employees’ competence thus improve the corporate’s competence for business growth. However, the effectivity of existing corporate training definitely have much to be improved. One of the way to improve it is by using games. So, why your corporate training can be improved using games? 

Voluntary learner learns best

I believe this is very familiar for you: people complaining about this training they have to attend because HR push them so, or people saying they don’t remember anything about training they just attended yesterday, or if your company already have e-Learning, heard that very few people actually use the e-Learning to learn. This is the classic problem of corporate training, most of employees don’t enjoy it, so it’s unlikely to find employees voluntarily join a training session because they want to. Yet, we know the best learning happens when the learner actually wants it. 

So here where games can help you, as people playing games because they want to, because they want to have fun. We can make a training game, game designed for the players to practice in a fun way, so they will enjoy the training process thus can learn much better. 

For example, a corporate value training game with an engaging story will make your employee enjoy the training process and then can understand your corporate value, so it is more likely they will apply it in daily work life. 

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Game is a Powerful Communication Media

People playing games typically for having fun anytime, anywhere. Playing Candy Crush in the subway or in the bus, playing Clash of Clans in the waiting room, or playing some Minion Rush before going to bed. But sometime you might feel guilty to spend those tremendous amount of time “only” for fun.

Don’t get me wrong, me myself is a huge fan of video games and also make my living by making games, so of course I’m not trying to say that playing games only for fun is a bad thing. We live to be happy, right? I just believe that this playing games activity can be more productive, because anyway we have other responsibility other than having fun. I also believe that we can play even more games, to actually get many things done and get benefits other than the fun we experienced. It’s of course without sacrificing the basic nature of game that is being fun. Why it is possible in the first place?

It is because game is naturally a powerful communication media.

Communication is the activity of exchanging information between two or more participants. Communication requires a sender, a message, a medium, and a recipient. A communication process is complete or can be said as an effective one when the recipient understands the sender’s message. Many things can be categorized as a communication: an advertising message in a billboard, a TV commercial, a training session, a discussion in a learning group, or simply a story-telling session. Generally game can be used as a communication media to improve the effectiveness of those communication. So as a sender, you can use game to deliver your messages to your target recipient. And as a recipient, people can productively understand your messages by playing the game. So why game is a powerful communication media?

Clash of Clans can definitely know whether the player have understood the concept of troops training, by waiting for player to actually train troops before continue playing.
Picture taken from here.

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