Friday,
November 15, 2013
We
saw how gamification might play a role in the staffing of a new customer
service center. Now let’s look at the
role that gamification could play in raising the skill level of talent and
building employee affiliation with the organization.
Our
new customer service center is up and has been operating for six months, but
the analytics are pointing to some troubling trends. First call resolution is below standard,
mis-re-directed calls are too high, escalated call cases to Level 2 and 3 are
too high, and staff turn-over is increasing.
Root cause analysis has identified several inter-related issues. After reviewing various options, management
has elected to re-design the gamification platform and re-introduce it to the
call center staff.
All
call center staff members are encouraged to explore the re-designed gamification
platform. Staff who participant and
reach top level game performance will be recognized with an achievement “badge”
as a mentor. As part of their
recognition, mentors will also be provided with development in coaching the
work of other employees. Staff members
who are struggling with a specific issue, e.g., first call resolution are
encouraged to voluntarily seek out a mentor for one-on-one coaching. In addition, mentors will be asked to seek
out and engage with employees who may be at risk of turnover.
Management
is confident this approach will lead to significant improvements in the
center’s analytics, nevertheless, they are expecting to see a change in the
trend into more positive territory and they have allowed us 90 days to change
the trend direction. In addition to
tools for recognizing mentors, staff members who improve their individual and
team performance are eligible for spot bonuses, time-off with pay, and travel and
entertainment gifts, and the opportunity to become mentors themselves.
While
management wants to see improvement in individual performance, they recognize
that call center functionality is highly correlated to the overall inter-workings
of the “team”. Management does NOT want
to engender an “us vs. them” or a “have vs. have not” environment. Consequently, in the re-design of the
gamification platform now includes an internal “crowd-sourcing” component which
was added to encourage and allow both real and spontaneous “teams” of Customer
Relations Representatives to achieve recognition by solutions to performance
issues.
While
not a panacea, gamification holds the prospect of becoming another viable tool
to address talent motivational and retention concerns. Gamification may have a special and unique connection
to both Generation “X” and “Y” employees.
Generation “X”, the lost generation, may be skeptical of gamification,
nevertheless, they entered the labor force as personal computing took over the
workplace. On the other hand, generation
“Y”, the millennium generation, has grown up with ubiquitous technology.
Last
but not least are Baby Boomers, an estimated 79 million Baby Boomers are in the
work force and many plan to continue working well past their normal retirement
age. Baby Boomers are not “technology”
novices, however, they are idealistic, competitive, loyal, and tend to question
authority. So, gamification design must
address these characteristics if it is to be effective with this cohort.
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