If you were to introduce a new gamification program in your organization, who do you think will rise up to become the power users? Millennials? Think again.
In this episode of CW Radio, Christian Gossan, director of management consulting at KPMG in Australia, shares the outcomes and lessons learned from KPMG’s recent gamification pilot—one that defied common assumptions on many levels. Among the surprising findings was that while millennials were the most likely to log on to the game, they were the second most likely group to drop off and never play again.
The explanation, KPMG discovered, lies in the average number of hours a week an employee plays video games. The more time an individual played games outside of work, the more likely they were to stop playing KPMG’s game. Says Gossan, “If you do make these experiences too ‘gamey,’ they are compared directly with video games that have tens of millions of dollars of budget to build. So, people just need to be aware that that might be something that they are compared to, even though that’s not what they intend to do.”
To learn more about the pilot and its results, listen to the interview below. To read the findings in greater detail, you can refer to KMPG’s white paper.