The
Wall Street Journal
Will
Software That Awards Compliant Employees Boost Morale or Deflate It?
By FARHAD MANJOO
Jan. 12, 2014 4:07
p.m. ET
Is your job a game?
Should it be?
Imagine if at the
office you were made to feel like you were playing "Candy Crush
Saga." Envision that every one of your professional endeavors was
meticulously tracked and measured in points, that there were levels to complete
and you were given prizes for excellence. That every workplace action provided
a tangible sensation of winning or losing as part of a system engineered to
keep you addicted, thrilled to come back every morning.
All evidence suggests
that your work one day will operate like a videogame to be conquered, rather
than a craft to be perfected.
If your job worked
like that, would you become a better employee? Or would you feel just the
opposite—crushed by metrics, constantly watched over, infantilized by your
boss's attempt to turn you into an automaton?
I'm asking you as if
your opinion here matters. In fact, it does not. All evidence suggests that
your work one day will operate like a videogame to be conquered, rather than a
craft to be perfected.
The high-level name
for this trend is "gamification," an ugly neologism that has seen
terrific hype and terrific backlash in Silicon Valley over the past few years.
The term refers to transferring the features that motivate players in
videogames—achievement levels, say, or a constantly running score—into nongame
settings. Gamification systems are possible because much of what we do in the
workplace is conducted through software that can track our productivity, constantly
measure our value and apply incentives that prod us to do better.
At the moment, the
stats on gamification's effectiveness are murky. There are several startups
pushing the idea, and they could offer me only the barest evidence that gamelike
systems might significantly improve how people work. But some gamification
companies have grown rapidly, especially
in systems for workers in sales and customer service.
Their nascent success
should be a warning to us all: If you work in the information business; if you
sell, market, create, track or are involved in any other endeavor that can be
quantified, gamification is coming for you.
I, for one, am
dreading it.
It's no surprise that
salespeople will be the first guinea pigs.
"Sales guys tend
to be competitive by nature," says Steve Sims, the vice president of
solutions and design at the gamification-software company Badgeville. People in
sales are used to thinking of their trade as a game. It's not unusual for them
to compete for monthly incentives and to see their performance ranked on a
company leaderboard.
Badgeville's software,
which plugs into sales-management systems such as Salesforce.com's CRM +0.49% , simply adds sophistication to the old
sales-rank whiteboard in the break room.
Here's one scenario
Sims describes. "Sometimes sales guys tend to not care about the details,
they just want to close the deal and get the money," he says. Managers,
meanwhile, might want salespeople to do more: accurately enter their clients'
information into a sales tracker, assess the quality of sales leads or track
how often they are going to sales meetings. Badgeville's software can give
points to salespeople who add in that information, turning what would otherwise
be an annoying part of their jobs into a point of competition.
Getting people to do
things they don't really want to do turns out to be a key mission of workplace
gamification. Last fall, American Express Co.'s business-travel booking office
teamed up with Badgeville on software that gives employees incentives like
points and virtual goods when they abide by managers' travel preferences. Badgeville
says that in one test deployment, among employees of software company Citrix
Systems, the system yielded positive results, if just slightly. In the first
month of using the service, Citrix experienced a 4% increase in employee
bookings with preferred airlines and a similar shift to bookings made further
in advance.
There are lots of
similar scenarios where such systems might subtly influence the choices that
employees make. Gamelike techniques are being used to push employees to live
healthier lifestyles (your company might give you a wearable health tracker
that awards badges for your weekend activity), collaborate with their
co-workers (get badges for engaging with the office-based social network) and
improve interpersonal skills (customers and co-workers might award you points
for smiles).
Many of these sound
benign. But what we can't tell is whether these measures are worth the cost—the
psychic cost. What worries me is the potential for stifling creativity and
flexibility in the workplace, and the growing sensation of being watched, and
measured, in everything we do.
I've noticed this
happen in my own field. Digital journalism has ushered in the era of quantified
journalism, a field in which readership, social-media mentions and my bosses'
return-on-investment on my work can be measured. I've been lucky to work at
publications that don't overstress metrics. But still, the pressure to make the
numbers has to be a part of every journalist's life these days. Every time I
write a story that doesn't make the paper's most-popular list, I consider it a
tiny failure. If I do that many times in a row, I begin to wonder if I should
look for a new line of work.
You might say workers
have always felt pressure to measure up to one benchmark or another. And perhaps
gamification is better than other ways of altering what workers do, say, if
your boss simply orders you to book all your travel two weeks in advance.
Gamification, for now,
does at least have the veneer of being fun. But as it spreads through the
workplace, covering all aspects of your job and life, I wonder how long the fun
will last.
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