Gamifying workplace wellbeing
How Ubisoft RedLynx reduced sick leaves by half while having fun?
Motivating the whole team to make better choices
RedLynx had an idea: they wanted to gamify workplace wellbeing in order to reduce sick leave days and improve the overall wellbeing of the RedLynx team. And that is exactly what they did. The idea of the campaign was born about a year ago. RedLynx wanted to come up with something special and different – not just an average corporate wellbeing campaign. No, they wished to create a campaign which would really make a difference and motivate the whole team to make better choices in their daily life. That is where Hintsa Performance and Polar, a leading provider of heart rate monitors, activity trackers and bike computers, entered the picture.
Collecting points for a common goal
Together, we came up with a gamified challenge where RedLynx employees could collect points with different kind of wellbeing activities with the help of our mobile application, HeiaHeia, and Polar’s versatile wearable devices. The objective was not to compete against each other, but to work together collaboratively in order to achieve a common goal – the trip to Cologne to visit Gamescon, the world’s largest video game event. RedLynx wanted to consider wellbeing comprehensively from different viewpoints. That is why the participants could collect points not only from exercise, but also from sleep, healthy nutrition, positive feedback, mindfulness and moments in nature – just to mention a few.