Business and HR gamification

Gamification is the use of gaming technologies in non-gaming processes. We will help you create a game project that will help increase employee performance, customer loyalty, increase sales, improve the process of implementing changes or contribute to the transformation of the company.
Actual problems that can be solved using gamification:
* This is not an exhaustive list of our services. Contact us and we will offer the best solution in accordance with the current business objectives
* This is not an exhaustive list of our services. Contact us and we will offer the best solution in accordance with the current business objectives
Stages of work in a gamification project
We can guide your company through the full cycle of work or, in agreement with you, take on certain important stages
Our cases:
Implementation of values and strategies for sustainable development in the format of gamification

Company: a pharmaceutical company, one of the top 10 largest drug manufacturers, more than 5,000 employees in the state.


  • Strengthen understanding and engagement with company values
  • Increase employee engagement in sustainable development practices
  • Create a corporate volunteering system and implement at least 5 initiatives from employees
  • Increase the number of participants in corporate volunteering programs

Key results:

  • Developed a customized project to promote company values and sustainable development practices
  • 71% of employees are involved in a gamification project
  • The awareness of employees about the values and strategy of sustainable development of the organization increased by 31% from 48% to 87%
  • 6 initiatives from the participants of the game were implemented together with charitable foundations of the city and region
  • The number of participants in corporate volunteering systems increased by 20%

Additional effects:
  • The number of late arrivals of gambling employees decreased by 13% eNPS grew from 63% to 71%
  • The attendance of the corporate portal increased from 38% to 93%
Gamification in recruiting: conducting group interviews
Company: take away Japanese food chain, 8,000 employees

Project audience: 1000+ candidates took part in the interviews, age 18−23

Goal: to conduct an initial assessment of candidates using a group interview and tell about the company, to increase the applicability of candidates from interviews to stores by 9%

Key results:

  • 95% of candidates, after passing the interview, are ready to recommend the company as an employer.
  • The profitability of candidates from interviews for internships increased by 9%.
  • NPS: 80% of candidates are ready to recommend a company
  • Optimization of the interview: thanks to game mechanics, candidates are involved in the interview process, feel relaxed, actively interact with the recruiter and other candidates. The recruiter gets the opportunity to assess the basic skills for working in the institution.
  • Optimization of mass recruitment saved the labor costs of the recruiting team in the qualitative assessment of candidates: from 140 to 560 minutes
Assessment of employees through gamification and the formation of a talent pool
Company: A chain of restaurants with its own production facilities and retail stores, 1,500 employees

Project audience: 600 employees, age 18−23

Goal: in an implicit form for the participants, to assess the competencies of line employees of bakeries in the position of managers, to conduct a program for the development of the top 70 candidates.

Planned results (project in progress):

  • Restaurant employee engagement is projected to increase by 11%
  • We will assess 80% of employees by competencies in the gamification format. We will identify 50 leaders with management potential
  • Based on the results of the assessment and a two-stage selection, a personnel reserve will be formed for the position of a manager from 50 employees of the network
Increased productivity of call center employees
Company: transport logistics, 20,000 employees

Number of employees: 450 employees, age 20−25

Increase the productivity of call center employees (+ 15% average per employee)

Key results:

  • Average productivity of 1 employee increased by 22.4%
  • Seasonal staff turnover decreased by 18% during the project period
    Low season referral program development and gamification
    Company: retail chain (catering establishments, closed production)

    Number of employees: 100 employees, age 21−26

    Development and gamification of a referral program during the low season (FIFA World Cup in the summer of 2018).
    Key results:
    Thanks to the game elements, in 3 months the company managed to attract 327 new employees to the projects using the referral program.
    Among our clients