Gametize Hub

Pre-Onboarding Case Study

A multinational Semiconductor corporation uses Gametize to engage and pre-onboard new hires.

512

Players

5,484

Completions

30%

Registration Rate

70%

Initiation Rate

40.6%

Engagement Rate

About The Client

A multinational corporation provides wafer processing equipment to leading semiconductor manufacturers. They design, manufacture, sell, and service deposition tools to supply their customers with the advanced technologies to produce semiconductor devices, or integrated circuits (ICs).

The Challenge

Initially, the client was looking for a solution to improve their pre-onboarding experience, as users found it mundane and not engaging. They started out with Gametize as a pilot project for 3 months and found that it was very engaging, therefore they decided to continue this project to launch it to the new hires in the company.

Goals

  • At least 70% new hire sign-up
  • At least 50% completion rate

The User Profile

The pre-onboarding game is for new hires before they officially start their journey at the company.

The Solution: Pre-Onboarding Gamification

The client wanted to capture interest and enhance the experience of new hires, therefore, the pre-onboarding game was created and they designed this to be an escape room theme. New hires will embark on their journey, gathering clues that will lead them to achieve the correct passcode to unlock a safe, and catch the hacker.

Gamification strategy

The project consists of 15 different countries where HR Managers will encourage new hires to complete the challenges in the hires’ respective country.

Types of Content/ Challenges

  • Flashcard for information sharing
  • Minigames (Hangman) to increase engagement
  • Passcode challenge to simulate escape room
  • Standard Challenge to gather feedback

Customizations

  • White-label (web + mobile web)
  • Customised UI Pages: Topic Page, Side Menu
  • Customised UI Pages: Challenge Page
  • Customised UI Pages: Profile Page
  • Filter upon Registration (Able to choose country upon registration)

Results

Section 1: What went well?

  1. High Initiation Data: Although a small number of people registered, they were engaged as the initiation data is high ranging from 60%-80% through the months.

  2. Feedback Collection (Focus Group Interview): The client conducted a focus group interview with their new hires (interns) to collect feedback on the game and pinpoint areas for enhancement. Here are some of the key takeaways:
    • Preboarding Game is time-consuming: The focus group has mentioned that the total time taken to complete the pre-onboarding game takes approximately 2 hours, which can be quite time consuming. Additionally, considering that it is not mandatory, there is a lack of motivation to complete the game.
    • Some parts of the game were too technical and difficult to understand: For example, the flashcards and challenges relating to the Semiconductor part were too technical for some of them to understand, it may be easier to understand if it was broken down into simpler terms and using relatable examples.
    • Useful Information provided: The focus group also mentioned that useful information was provided, such as the site location, shuttle bus information, which was appreciated.

  3. Feedback Collection at the end of the project: The feedback gathered using the standard challenge at the end of the project also tells us that the project is easy to navigate and the platform is user friendly, and some enjoyed the way the company used gamification to help them learn more. 

Overall, the feedback serves as valuable input for refining the game and ensuring a more engaging and user-friendly experience.

Section 2: Other insights and areas of improvement

  1. Challenge Type: After analyzing the data following the first year of platform usage, we observed that photo challenges had a completion rate approximately 20% lower compared to other challenge types. Additionally, the initial topic also experiences a similarly lower completion rate when contrasted with other topics. This discrepancy may arise from the fact that photo challenges require participants to upload images, which new hires may feel shy to do and also voluntary omission due to the non-mandatory nature of the project.

  2. In-game Feedback Collection: Although there is one standard challenge at the end of the project to allow new hires to share their thoughts, the challenge is designed to foster open discussions, and users will have visibility into other participants’ feedback. To encourage more candid sharing, it would be ideal to include a survey that hides other users’ completions. This way, participants may feel more at ease expressing their feedback. Additionally, introducing key survey questions such as “How is the pre-onboarding experience so far?” and “How can the experience be improved?” at critical checkpoints (such as the end of Topic 1) would be beneficial. Since completion of the project is not mandatory, gathering sentiments and experiences from new hires during the pre-onboarding process can help identify potential areas for improvement and enhance the overall onboarding experience.

  3. Rewards: Given that the project is not mandatory for users to complete, new hires might exhibit reduced motivation to engage if there are no associated rewards or benefits.

  4. Content improvement: Based on the focus group feedback, where it can get time consuming to complete this project, it is beneficial to streamline the content to only include key important information to onboard them. For example, consider including the tasks to be completed in the project like a to-do list instead of having it in the email communication. This can help to streamline the communication and help admins to track tasks completion.

Conclusion

In conclusion, while the client did not achieve their initial goal of 70% new hire sign ups and 50% completion rate, it is worth noting that the initiation rate stands high at 70%. Given the voluntary nature of the project, the lower registration and completion rates are reasonable. This indicates that a significant number of participants expressed interest and took the initial step.

Verdict? Gametized!

Testimonial

“Gametize is a simple and yet powerful tool that can deliver significant impact to organizations. We do not see Gametize as a “product”, instead we see it as an “enabler” to our efforts in creating the positive experience for those we want to engage with. Appreciate the Gametize project team for their strong support and guidance in our project and hoping to explore further collaborations with Gametize in the engagement of our People!”