Hello everyone and welcome to 2016. I truly hope 2015 was a successful year for you in terms of sales, and I trust you have big plans to go a step further in 2016. I'd like to invite you to participate in our annual sales motivation survey - we'll use the data collected to provide insights into how we are working as an industry when it comes to motivating our sales staff, and of course how we can improve in order to take our results to the next level in 2016 and beyond.
Business gamification was one of 2011’s biggest buzzwords in tech, software and the business world in general. Early movers in the business gamification space made a quick impact, raising big rounds of venture capital and signing up some big enterprise customers. In addition, consumer apps such as Runkeeper, Fitbit and Foursquare attracted millions of users to their apps that used levels, badges and rewards to engage and excite.
Whether you prefer to call them "millennials" or "Generation Y," those individuals born in the 1980s and 1990s will represent the dominant chunk of the workforce by the year 2025, meaning that even if they don't make up the main body of your sales team now, they undoubtedly will soon enough.
You may find, however, that traditional motivators don't seem to work on your millennial salespeople. Fortunately, there's a relatively new technique that can massively motivate this particular demographic -- sales gamification. Let's look at why and how gamifying our sales processes can spark new levels of interest and competition among our millennials.
I'm speaking at a few conferences during the spring, so I've been spending my evenings watching conference talk after conference talk on YouTube, just to get some inspiration. Whilst watching one talk entitled, "Stop Selling, Start Closing", a truly interesting slide popped up, that excited me so much I thought I'd have to blog about it!
I recently contribted a guest post over on the InsightSquared blog (which by the way, you all should subscribe to), where I spoke about my thoughts on the Apple Watch and it's practical use cases within the enterprise, and particuarly in sales teams.
What percent of your company is represented by your sales force? If it took you more than an instant to answer, you might want to rethink the way your company represents itself. The answer is always 100 percent. All employees have a stake in the company's profitability, so it makes sense for everyone to think of themselves as a company ambassador.
Note: This post was originally an answer to a question over on Quora. Read the entire thread here.
Whilst the idea of a sales leaderboard seems simple, but there are plenty of easy mistakes to make which will result in undesirable effects. If there is no deep thought put into competitions and leaderboards - they often favour certain people, can definitely discriminate against others and easily result in "bad sales behaviours".
Gamification went through a flash-in-the-pan period in 2011 where it was played up as the next big thing. The promise of this concept, however, subsequently fell flat for several crucial reasons. In the rapid timeline of digital evolution, a fresh generation of enterprise gamification companies have now emerged.