GAMIFICATION

Revitalizing companies through games

The New-Normal Team

Ysmar Vianna

Chairman of MJV Innovation

Mauricio Vianna

CEO of MJV Innovation

Bibiana Xausa-Bosak

Futures Strategist, Head of the Research

Eduardo Leichner

Lead Researcher, sensemaker and writer 

Paula Monteiro

Future Strategist, Lead Researcher and sensemaker

Fábio Fonseca

Project manager, researcher, writer and sensemaker.

Eduardo Neto

Writer and Marketing Lead

Alicia Pullin

Content collaborator and revisor

Renata Veiga

Art Director and Lead Designer

Anna B. Accioly

Lead Designer

We'll see you in the next chapters. Stay safe.

Examples

A transformação digital não deixou muitas opções para as organizações que desejam se manter competitivas em seus mercados e a cloud pode representar o catalisador da mudança que seu negócio precisa. Conheça nossas soluções.  

Explore new markets

The new-normal team

Ysmar Vianna

Chairman of MJV Innovation

Mauricio Vianna

CEO of MJV Innovation

Bibiana Xausa-Bosak

Futures Strategist, 
 Head of the Research

Eduardo Leichner

Lead Researcher, sensemaker and writer

Fábio Fonseca

Project manager, researcher, writer and sensemaker.

Paula Monteiro

Future Strategist, Lead Researcher and sensemaker

Eduardo Neto

Writer and Marketing Lead

Alicia Pullin

Content collaborator and revisor

Renata Veiga

Art Director and Lead Designer

Anna B. Accioly

Lead Designer

We'll see you in the next chapters. Stay safe.

MJV Technology & Innovation

For over 25 years, MJV Technology & Innovation has helped influence innovation and solve business challenges with some of the world's largest companies. With offices in São Paulo, Rio de Janeiro, Curitiba, the United States, and Europe, the consultancy has a team composed of qualified and multidisciplinary professionals.

Design
The development and implementation of accessible solutions based on a structure of business and technology, all mixed together with an agile, collaborative approach.

Culture
We are a global, multicultural, and flexible team that seeks innovation and continuous learning. We integrate our expertise to promote improvements towards an innovative, agile, and people-focused culture.

Strategy
We develop and implement corporate strategies to reduce costs and increase revenues while looking for new business models, focusing on the best possible user experience.

Technology
We use technology as an ally in validating and constantly experimenting with new ideas, in addition to humanizing and generating positive experiences for both the users and ourselves.

Sustainability
We promote responsible, environmental, social, and economic solutions. Sustainable ones that take into consideration and respect all ecosystem aspects.

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Gamification is the use of game mechanics to solve practical issues to engage a specific audience. The technique has been applied in several fields, including; health, education, public policies, and sports.

WHAT IS GAMIFICATION?

Gamification to create a Call Center Engagement

To increase the engagement of attendants with the work and consequently reduce the high turnover rates in the segment, MJV created a platform to transform the routine of a call center into a game. It generated the following results: 30% increase in adherence to breaks; 35% reduction in reopening cases; 85% approval among adherents; 2% reduction in the total operational cost of the Call Center.

Gamification to increase productivity: Case Study

To increase the engagement of attendants with the work and consequently reduce the high turnover rates in the segment, MJV created a platform to transform the routine of a call center into a game. It generated the following results: 30% increase in adherence to breaks; 35% reduction in reopening cases; 85% approval among adherents; 2% reduction in the total operational cost of the Call Center.

Gamification for Change Management: ERP Implementation

Element - X: Short-term engagement of more than 3,000 employees from all hierarchical levels in ERP implementation, reducing resistance, supporting training, and improving communication between users and key users. 2,400 users used the game's platform in more than 6 information missions, 6 behavior missions, 5 engagement missions, and 14 collection missions.

Gamification for People Management: Corporate Squad

A Gamified application that transforms company employees into detectives, motivating them to carry out missions related to the company's strategic objectives. A Corporate Squad is a tool for obtaining information about the work environment to support managerial decision-making.

Salesforce Gamification

One of the leading credit unions in the country wanted to encourage its sales force to exceed its goals, enhancing engagement with work and sharing knowledge between teams. An application was developed that became the central platform for tracking sales.

I WANT TO APPLY GAMIFICATION AT MY COMPANY

We believe in collaborative work and apply Design Thinking and Agile Methodology as a guide for all the projects we develop.

MJV is composed of five pillars, structured in complete synergy:

Authors

YSMAR VIANNA

With an extensive academic career, he was a pioneer in computing in Brazil, and participated as an instructor to Coppe / UFRJ to the first computer facility at the University in 1967. Created the course Informatics UFRJ, and was Head and Director of the Department of Computer Science at NCF / UFRJ.

MAURÍCIO VIANNA

Master in computer sciences at ITT- Illinois Institute of Technology (1992) and Ph.D. in computer science at ITT (1995). Has worked as a Consultant for the Chicago Board of Trade Clearing Co. (USA) Performance Computing Inc. (USA), Miller&Fairchild Inc. (USA), R & R Donnelley (USA), Banco Boavista, Secretaria Municipal de Finanças do Rio de Janeiro. He has several technical papers published in international conferences IEEE and ACM, in the object orientation and database area.

BRUNO MEDINA

Head of the Gamification initiative at MJV. Graduated in Marketing at PUC-RJ, was a member of the music band Los Hermanos, worked at Multishow channel developing new TV formats, and has worked with various print publications such as O Globo, Jornal do Brasil, and Trip magazine.

SAMARA TANAKA

Integrated Design Master from Köln International School of Design (2011), graduated in design by ESDI / Uerj (2004), worked with design graphic, design information publishing, and interaction in Tecnopop, OEstudio, Om.art / Osklen, Flashpoint (USA). She is currently a consultant for strategic innovation to MJV.

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