We’ve had some very interesting conversations with thought leaders across the country recently about how they are handling today’s digital transformation to the new digital normal. One thing in particular is on everyone’s mind: How do you keep remote workers engaged and motivated?

 

Gamification is one of the most powerful ways to do that, so it’s no surprise that analysts estimate that the global gamification market will grow by $17.6 billion by 2023*. Why is gamification so powerful? It appeals to both the intellect and emotions, or as we like to say, hearts and minds, motivating people through rewards and recognition. This is especially important with a distributed workforce for fostering teamwork and reinforcing desirable behaviors—not to mention giving managers better visibility into how each person is doing on specific tasks and goals.

 

Gamification also helps solve one of CEOs toughest ongoing dilemmas– how to get thousands of employees or partners to align with their strategic journey. In every sense, gamification is  a game-changer for an organization’s digital transformation. We’ve seen too many digital transformation initiatives stall because they are typically driven by leaders as a top-down strategy. Real transformation happens when everyone in the organization is engaged and invested, and gamification is an ideal way to do that.

 

One of Q2E’s customers has seen dramatic results by using gamification. A few months after implementing Q2E, this Fortune 100 company discovered that employees were much more efficient and effective, producing higher quality work. In fact, they were so motivated by the gamified competition that many were proactively working on goals beyond their normal duties in order to accumulate points.

 

Q2E’s Gamification Patents

Our Founder, Mahesh Rao has always believed in the value of gamification as a tool for changing behavior. He applied for his first gamification patent in 2013 and now holds 16 U.S. and International patents overall.

 

 

*Business wire, The Global Gamification Market, Technavio, 2019