We’ve all
heard the term ‘gamification’, but why is the concept of turning work into
games a good one? According to Mihaly Csikszentmihalyi, it’s called ‘flow’.
What flow
is, according to Mihaly, is the mind’s ability to focus on a task and receive a
rewarding experience. His book basically
says that a single person’s mind can only handle so much information at a time
(which is, by the way, 126 bits of information per second – a conversation is
40 bits per second). By setting up a
system where people are fully engaged in a task, you can maximize participation,
focus, and ability of a person.
So, if you
make something engrossing, you can get 100% of the brain power of an employee.
So, Tell Me How You Feel
When a
person plays a game, it is (or should be) a rewarding experience. It can be camaraderie, competition,
self-improvement, challenging one’s mind, or any other range of emotional or
intellectual reward. However, the reward
from playing a game isn’t from the game (although taking home the pot from a
poker game is certainly an external reward) – the real reward from playing a
game comes from within. This is called
an “autotelic experience”.
Look at the
picture below of Mihaly’s Flow Model – it basically says the more a person is
challenged, and must use skill, the closer to ‘flow’ they get (being the ideal
experience). Bordering on ‘flow’ are ‘arousal’
or ‘control’ … I believe you could categorize these as less-than-ideal categories
for games that feed ‘extreme competitiveness’, ‘one-upmanship’, or ‘feeding one’s
ego’ … they are somewhat rewarding experiences, but not the best result you can
achieve.
The thing
is, every person is motivated differently – internal reward models are unique
person to person. Some people like to
play Monopoly, others don’t. Why? Because each person receives a different
reward from within – some people don’t find Monopoly to be a rewarding
experience.
Before you
can ‘gamify’ your credit and collections floor, you need to know what motivates
them, or creates an autotelic experience. Ideally, you want to create a game
system that rewards challenge and skill levels that your staff can meet or
exceed. Also, the gamification needs to
be accessible and understandable – I believe that people play euchre, not
bridge, because it is more accessible.
So, let’s
look at the following scenarios, shall we?
SCENARIO 1 – A wall of balloons is on the wall,
with a hidden $1, $2, or $5 bill, or a note saying ‘good job’. Whenever a collector gets a payment, they get
to pop a balloon. Will this motivate
collectors?
No – because the game itself is not
challenging. It’s simply a random
choosing of a prize, or no prize at all.
An experienced collector collecting $5000 or a new staff member
collecting $50 have an equal chance at the same rewards. Low skill and challenge = apathy on the chart
above.
SCENARIO 2 - The branch office is given a
target to hit (which is achieveable) and given the challenge to hit that
target. For every dollar above target,
the excess will be split amongst the entire team.
Yes – because the challenge is high, and the
more skilled or the higher the performance of the staff, the greater
reward. There is a higher chance that ‘flow’
will be achieved.
Before you
can gamify your credit and collection program, I think you need to watch and
listen to your staff, and understand what motivates them. Here are some ‘gamification concepts’ I
believe would create an autotelic experience, that we use in our office:
* All clients are assigned a project manager and given credit with the client, to create a sense of ownership and credit over the company’s performance.
* Project managers are responsible to create their own performance charts for clients, providing awareness of results to challenges faced by competing agencies or client expectations.
* If the client pays a dividend or bonus for exceeding targets, we share that with the project team responsible.
* Each staff member receives a simple score card report at the end of each month that doesn’t just evaluate reward revenue generation, but evaluates and gives a mixed score to include project management, improvements to company reputation, clientele generated, and the ability to work with others. This score is accumulated month to month and serves as a staff evaluation tool, and replaces the need for annual reviews or absenteeism policies, as it rewards staff with salary increases, personal days off, or even simply recognition of the responsibilities they have undertaken.
* Our company has a task/ticket system that anyone can submit a ‘wish-list request’ to. The requests are collaborated on between management and the person making the suggestion and put into long-term performance goals. This can be anything as simple as ‘bigger monitors for the office’, ‘one hour lunches’, to the extravagant ‘a staff trip to Disneyland’. If the company achieves a certain amount of profit or growth in the long-run, the self-selected ‘reward’ is unlocked. Each reward is put in order, and mixed with corporate growth plans, in order of priority, so the team can see how the company prioritizes requests.
Coming Soon – Part Three
Next week,
we will look at how intrinsic reward models in the collection agency are wrong,
and how they break staff and reinforce negative behaviour.
In the
meantime, if you want to read The Psychology of Optimal Experience, I have
attached a link to the book here:
If anyone
has questions about the concept of gamification or motivating and creating
intrinsic self-worth in your work environment, I’m always willing to chat. Give me a call at 226-946-1730.
Thanks
kindly,
Blair
DeMarco-Wettlaufer
Kingston
Data and CreditCambridge, Ontario
226-946-1730
bwettlaufer@kingstondc.com
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