The positive impact of gamification on employees’ vitality, motivation and engagement

Workers in the Netherlands are increasingly realising that working from home is becoming the “new normal”. Even when we are once again able to go to the office, many organisations will elect to use a hybrid working model in which employees can work at home, at the office, or elsewhere. And they would be justified in doing so, because working in a flexible manner offers many advantages. But this approach also has its risks, including mental fatigue, lack of motivation, and decreased job satisfaction. That’s why organisations are massively searching for ways to keep their employees productive and engaged for the long term. Gamification start-up The Cue saw this need and developed the game ”Smart Collaborators – Working from Everywhere Together”.

The Cue 17/12/2020

Better collaboration in a digital environment

In this Smart Collaborators game, teams compete with each other over a five-week period through the completion of various assignments. During these assignments, the teams learn how to make optimal use of different Office 365 programs and to collaborate better in a digital environment. What’s more, playing the game has a positive impact on vitality, motivation and engagement. ‘Organisations experience a high urgency to start working on these topics’, says managing director Lisanne Beijk. ‘By now, multiple organisations have shown interest, and a large pension insurer is going to play the game with hundreds of its employees for a year starting in 2021.’

Learning and developing during your daily work

The Cue is specialised in the development of ready-to-play games to improve Office 365 skills so employees learn to work and collaborate more effectively and efficiently. ‘We do this by using gamification. Gamification is based on the principle that 70% of everything you learn occurs during your work, 20% is learned by interacting with colleagues, and only 10% is learned in a formal training situation. Therefore, the assignments in the Smart Collaborators game literally concern the daily practical situation. These may be current issues such as how to have effective virtual meetings, how to give shape to vitality, which work agreements are needed for digital collaboration, and what the role of the office becomes in a hybrid working model. But gamification is also about having fun. Teams which play our games indicate that they have fun experimenting with new behaviour’, according to Lisanne Beijk.

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