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SamanthaTM - Gaming


Service Management initiatives suffer a common threat: Of whether the culture will embrace the new way of thinking. After all, we all know it's not uncommon that people resist change.

Most people show a reluctance to change and the common reasons are fear, no faith in the new process, lack of trust in the leaders, heavy-handedness by leaders, lack of knowledge, no perception of a need for change, comfort in doing things as they are, and personal preference.

Gamification and gaming technologies have been proven to help people adopt change. Typically gamification applies to non-game applications and processes, also known as "funware", by making technology more engaging. Games and Fun Theory can be used to encourage users to engage in desired behaviors.

Since 2007, SamanthaTM has used our patent-pending gaming techniques in our virtual data center to encourage and reward adoption of new service management disciplines.

  • User points award and penalty system
  • Leaderboards
  • Shopping for awards
  • Trivia learning system, we call it MitziTM
  • !
  • "Red-pin" change success rewards
  • Incarceration and pardon rules
  • Treasure hunting
Let us design a software-enabled adoption strategy to assure your succes. Let us show you how!