Proof

Work that changed behaviour

Recruitment games, a smart city app, a board game that sells cyber insurance and learning journeys people finish. Each one started with a behaviour that was not happening, and a goal the person actually had.

RecruitmentSmart citySales enablementLearning
7 Seas submarine adventure recruitment game
Recruitment

Attract a more diverse workforce

A submarine adventure that lets candidates try the role

Carbon 0 Commute city app branding screen
Smart city

Greener commuting through a gamified app

Peer challenges for citizens within 7 km of work

Hacksagon board game and play money for cyber insurance sales
Sales enablement

Hacksagon, a board game that sells cyber insurance

Award winner at GamiCon Chicago

In detail

Nine pieces of work, and what happened

Recruitment

Finding the right people for factory roles

A pharmaceutical company needed more candidates for factory positions, but wanted people who shared their values and genuinely wanted the work, not simply more applications.

Sector
Pharmaceutical manufacturing
What we built
Interactive digital recruitment games
Aim
Make the roles visible and relatable

What it does

  • Brings the employer brand values to life before anyone applies
  • Lets candidates try the kind of work rather than read about it
Smart city

Carbon 0 Commute

A smart city wanted fewer emissions and healthier commuting. Awareness campaigns were not shifting behaviour, so we designed a gamified app for citizens living within 7 km of work or school.

Mechanic
Peer-to-peer challenges
Learning
Pilot showed people needed carbon education first
Status
App is available for sale

What happened

  • An educational onboarding sequence was added after the pilot
  • Young people were motivated to use it, and several smart cities showed interest
Sales enablement

Hacksagon, cyber insurance sales

Cyber insurance is hard to sell because the risk is abstract. We turned the training into a board game agents play, so the conversation with a client becomes concrete.

Format
Physical board game and play money
Award
Excellence in No-tech Gamification Design, GamiCon Chicago
Since
Expansion packs keep it current

What it changed

  • Agents got clear talking points for sales conversations
  • Training became an experience people repeat rather than sit through
Learning

A VIP masterclass that moved online

Covid stopped a search engine running its in-person VIP masterclass for agency resellers. We designed a six-week gamified learning journey that kept the impact.

Length
Six weeks
Mechanics
Milestones, unlocking content, implementation competition
Focus
Completion and real-world application

Results

  • 90% completed all the learning materials
  • 80% completed every task for certification and the branded merchandise pack
Financial services

A referral programme people wanted to join

A financial institution had a referral scheme with rewards that nobody used. Consumer focus groups told us why: clients wanted team and community rewards, closer to what the brand already stood for, rather than individual prizes.

Method
Consumer focus groups first
Change
Team and community rewards
Aim
Participation and new client acquisition
Want the method

The Habit Building Playbook sets out how we design this work

See the playbooks
Charity

An online world for parents facing school exclusion

Parents of excluded children have to navigate the education system, the legal process and the route back into school, often in a second language and against technical wording that is hard to read. The charity had grown from London to all of England and Wales, and its staff were handling every case one at a time.

Sector
Education charity
What we built
An interactive online world
Aim
Support more parents without more staff

What it does

  • Walks a parent through the process with simple questions, one step at a time
  • E-learning modules that explain their rights and what happens next
  • Downloadable documents for applications and the legal process
  • A design plain enough that a child can help their parent use it
Education

A mini-game that makes CO2 visible to children

Carbon dioxide is invisible, which makes it hard to teach. Primary school children were being asked to care about something they could not see or experience, so the science stayed abstract.

Sector
Climate education
What we built
A mini-game on car exhaust emissions
Aim
Turn an invisible gas into cause and effect

What happened

  • It became part of a wider climate awareness campaign
  • Curiosity went up, with children asking more questions about pollution
  • Teachers used it to make sustainability lessons interactive
Social impact

Pitch Reality, a board game about investor bias

Around 2% of investor capital goes to female business owners. At the Stockholm Tech Fest Hackathon we looked at one reason behind that gap: research shows male founders tend to get opportunistic questions about growth, while female founders get preventative questions about risk, which pushes them into defending rather than selling.

Origin
Stockholm Tech Fest Hackathon
Award
Won the Stockholm Invest category
Status
Developed into a fully playable game

What it changed

  • Players learn to tell a preventative question from an opportunistic one
  • Real-time feedback shows how an answer moves investor confidence
  • Peer feedback sets the investment each player receives, so the learning is social
  • End-of-game debates about the funding gap ran so long we had to manage them
Our own tools

A card deck for explaining game design to non-gamers

Most of the people who commission a gamified solution do not play games. Abstract talk about mechanics and dynamics loses them, and the brief suffers for it.

Sector
Consulting and workshops
What we built
A practical game design card deck
Aim
Make design choices concrete in a room

What it changed

  • Clients can see and handle the options instead of imagining them
  • Workshops produce sharper briefs because the choices are tangible
  • Conversations move from what is possible to what fits this audience
In their words

What clients say about working with us

We have been working with An and the Gamification Nation team for the past year and it has been a total pleasure to have her on the 5App team. An provides a refreshingly different perspective to our strategy work, adding value throughout the lifetime of the project. Her ideas and innovative approaches have informed and challenged our thinking in all the right ways.

Gill FroodHead of Marketing, 5app.com

As a work-based training company, we must motivate, engage and arm our clients with the skills they need to succeed in their careers. Previously that was not the case: we had a 3 out of 10 completion rate and it was evident our clients were not enjoying their journey with us. We started looking into gamification and approached Gamification Nation to help us improve our training material and system. We are delighted we made that decision. We now have a 9 out of 10 completion rate and our clients are enjoying the whole process through to the end. We highly recommend Gamification Nation.

Laila IbrahimCEO, GradPrentice

Have a behaviour that is not happening?

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