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Recognizing stand out behaviour

Learn how BI WORLDWIDE Canada (BIW) helped a leading Canadian telecommunications company to push behaviour-based recognition through games and gaming.

Results

Nominations increased by 208%, with gameplay rates at 100% for nominees and 67% for nominators. 268 participants passed the quiz and reported any gaps in understanding of valued behaviour and the nomination process.

Industry

Communications, media, and entertainment

Problem space

Employee engagement

Services

Gaming

Rewards marketplace

Technology

Game Arcade

BIW’s Game Arcade is a simple and fun way to reward outstanding performance. It creates a vivid and lasting award experience by using game plays to recognize those who have performed desired behaviours or achieved a specific goal.

Objective

Recognize instances of acting in a significantly important department-valued behaviour while removing tedious administration work from telecommunications leaders.

Solution

BIW designed and operated a behaviour-based nominations program for 1.5 months while implementing Game Arcade for awards through BIW’s Rewards Marketplace. The core components of this program included:

  • Nominations program: A behaviour-based program that allowed technicians to recognize peers for department-valued behaviours. Telecommunications leaders review nominations to select the winners. Leaders selected 8.1% of the submitted nominations as winners.
  • Game Arcade: Applying gaming techniques to the program using game plays. Nominees and nominators were awarded game plays. l Knowledge reinforcement: During the first two weeks of the program period, a quiz checked the audience’s program and nomination process knowledge as well as the knowledge of the department’s behaviour. Do it yourself (DIY) quiz functionality allowed the quiz to be created with ease directly on the recognition and rewards platform.
  • Communications: Game Arcade reminder messages were sent to increase game play usage. Celebratory emails were also sent at the middle and end of the program to recognize nominees.

Results

  • Program lift: 208% lift in nominations submitted from the target.
  • Game play usage: The game play rates for nominees and nominators were 100% and 67%, respectively.
  • Quiz: In total, 268 participants passed the quiz. Platform-embedded reporting determined if there were any gaps in the audience around the valued behaviour and the nomination process.

Download the full case study for more details.

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