Digital Gamification for Business as an Innovative SaaS
Digital Gamification for Business as an Innovative SaaS
批准号:
83223
负责人:
金额:
$12.61万
依托单位:
依托单位国家:
英国
项目类别:
Collaborative R&D
财政年份:
2020
资助国家:
英国
项目状态:
已结题
起止时间:
2020 至 --
中文摘要
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英文摘要
This project takes established proven experiential learning tools, which have been digitalised to a cloud based suite of business games as Software as a Service (SaaS) making it available to an increasingly distributed workforce.The experiential gamification titles help organisations, teams and individuals deliver organisational change in a safe and controlled manner, saving time and money, managing the threats inherent in the change process and ultimately improving productivity through discretionary effort.Our experiential learning tools which we trademark as Business Process Mirrors, reflect organisational complexities and the need to balance personal and organisation goals which will be increasingly important in a post COVID era.COVID-19 and lockdown has seen a rise in those working remotely to over 54%, many, for the first time. While lockdown may be temporary, the increase in home working of 27% over the last decade suggests we are experiencing an acceleration to the new normal. This increases the need for teams to communicate and collaborate effectively while working remotely. By simulating organisational issues around remote working, our digital experiential tools mirror real life enabling teams, leaders and individuals to reflect on and modify their own behaviour and practice. Without such new, impactful and innovative tools, organisations, teams and individuals will struggle to maintain efficiency, making them less competitive in a global workplace, therefore less able to motivate and retain employees.By developing this virtual solution to address the challenges facing many sectors and businesses, we pivot from analogue face to face delivery, to digital. In so doing, we replace physical tools, with a virtual ones.This digitalised gamification process will ensure that the benefits derived from playing our gamification will be experienced by a much wider market.While much of the focus through lockdown has been on tools such as Zoom and MS Teams, there has been insufficient attention paid to the human side of collaboration. We identify 3 key stakeholders for our Digitalised experiential gamification library:Organisational leaders,TeamsIndividual employees.Our suite of digital experiential gamification clearly illustrates how leaders need to adapt their style to the new working norms and what they need to do to get the most from their employees. Teams will learn how to collaborate more effectively when working remotely, identifying a clarity of purpose required to make any strategy work, unifying the teams in a clear direction. While individuals, separated from their regular routine and their work community, discover the behaviours and processes they need to change, prosper and thrive in lockdown and beyond.
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