Verint Partners with Badgeville to Gamify WFM Solution
September 05, 2013
By Paula Bernier, Executive Editor, TMC
Gamification is a method through which businesses and other organizations can apply game mechanics to drive desirable behaviors within their organizations. Gartner (News - Alert) forecasts that by 2014, more than 70 percent of Global 2000 organizations will have at least one gamified application. M2 Research forecasts the market will reach $242 million by the end of 2012 and hit $2.8 billion by 2016. And a 2011 MTV study revealed that members of Gen Y, which make up 25 percent of today’s workforce today, think a “game-like metaphor” can be applied to virtually every aspect of their lives.
“Gamification is growing up from a hype into a significant business opportunity for gamification platform providers,” according to M2.
To move on that opportunity, Verint (News - Alert) has partnered with gamification outfit Badgeville to power its Impact 360 Workforce Optimization software suite. As a result, Verint says, its customers can benefit from engagement mechanics and behavior analytics designed to help motivate and drive employee performance.
“Our customers are looking for more ways to engage a new generation of employees through collaboration to improve performance, compliance and overall satisfaction,” says Chris Zaske, global vice president, enterprise workforce optimization, Verint Enterprise Intelligence Solutions. “By partnering with Badgeville, our customers can capitalize on the correlation between engaged, motivated and high-performing employees and the delivery of better customer experiences and stronger sales results.”
In June 2012, Badgeville introduced a Microsoft (News - Alert) SharePoint connector that identifies the most high value behaviors of users in SharePoint environments. That behavior can include document management (create, contribute); creating, editing, or contributing to a wiki page; starting or participating in a discussion thread; posting or responding to a blog; posting a comment on content (docs, wikis, blogs, discussion threads); viewing pages; rating content; voting on content; liking content; and/or tagging content. That way, organizations can keep tabs on who is using the Microsoft collaboration tool for what, and managers within those businesses can recognize employees that best contribute to such collaborative efforts and in the process encourage future behavior along these lines.
The gamification solution from Badgeville, which recently closed a C series round of funding that brought in $25 million, is already used by such major companies as Dell (News - Alert), Deloitte, eBay, Samsung, and Universal Music.
Edited by Rory J. Thompson