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It stands in stark contrast to what we have always been taught about working: If you spend time at work playing online games, you are not only less productive to the company, but you run the risk of losing your job as well.
But a Web-based software program designed by Snowfly Inc. strives to turn that notion on its ear. It's a new incentive program that allows employees to earn playing time on games online during work hours — with the goal of raising productivity and morale in their day. Winnings from game play are immediately posted to a Visa debit "game card," which every player has.
Snowfly's flagship product, Capstone, is a Web-based software application that implements research-based employee incentive programs to increase workplace motivation. Capstone provides random point-yielding games and real-time results to try to maximize the return of an organization's efforts. Employees will earn “eTokens” and points by meeting pre-defined goals and/or demonstration of desirable behaviors. Via their individual Capstone Web-based accounts, program participants can convert their earned points to dollar value by transferring them to a personal reward Visa card.
Snowfly's primary goal is to quickly show your organization a quantifiable return on your incentive investment. Each Snowfly-facilitated incentive program will be set up to target the objectives that are most important to each organization. Some common areas of improvement that Snowfly clients have reported include a reduction in employee turnover and absenteeism, and increases in sales, employee recognition, retention improvement and health and wellness improvement.
The Snowfly incentive program was designed by a team headed by Dr. Brooks Mitchell, a professor at the University of Wyoming. After years of researching human behavior and employee motivation, Mitchell founded Snowfly, believing that organizations should capitalize on the link between behavior modification and immediate, relevant rewards.
"This is an exciting time in the real world application of the behavioral sciences in the workplace,” he said. “We have known for a long time what is effective and what isn't. The problem has always been how to apply our knowledge base to large scale applications. This Internet has solved this problem and opened vast new and exciting ways to improve the effectives of our human capital."
In fact, Mitchell says incentive programs like Snowfly indirectly involve the family in the workplace as well. Forty-two percent of employees who earn game tokens in the workplace take the tokens home and play them online with their children in exchange for chores, exercise and homework.
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