Gamification
A good onboarding game does one narrow job: it gives a new person permission not to know things, and a structure for finding out. Six that earn their hour are below, each with a group size, a running time and the debrief question that makes it stick. Also the ones that make week one worse, which is the part nobody selling them mentions.
Every new joiner arrives with two questions they will not ask out loud: am I going to look stupid here, and who do I go to when I do. Most induction programmes answer neither. They answer a third nobody asked, which is where the fire exits are.
Games are useful for that first pair of questions and almost nothing else. They cannot replace a manager, a written plan or a first piece of real work. Anything sold as a substitute for those three is entertainment with a training invoice attached.
Three outcomes justify an hour out of somebody's first week. If your activity produces none of them, give people the hour back.
Trivia, balloons and two truths and a lie do none of the three. Not harmful, just not the point, and usually the whole programme.
Each has a group size, a time and a debrief question. Treat the question as the load-bearing part: an activity without a debrief is entertainment, and a good debrief rescues an average activity.
New joiners write every question they have been too embarrassed to ask, anonymously, on cards. Shuffle, redistribute, read them out. Three volunteers who have been here a couple of years answer on the spot, and each may say I do not know once.
Teams take one real, recent, boring customer order or ticket and trace it end to end, interviewing whoever they need. The deliverable is the path drawn on a wall, with the two points marked where it usually waits.
Give teams 20 minutes to design the fastest, most plausible way to lose this customer or wreck this launch. No cartoon villainy: it has to be something that could happen next Tuesday. Then swap briefs and defend against another team's.
The scavenger hunt, done properly. Instead of find someone who has been skydiving, each joiner gets ten questions that only ten named people can answer, and records each answer in that person's own words.
New joiners use your product or service as a hostile customer for an hour, then bring back three complaints and one thing they would refuse to let you change. No product? Use an internal process: expenses, requests, the handover form everyone hates.
At a couple of hundred joiners in one room, the hard part stops being the activity and becomes logistics: keeping sixteen teams at the same pace, scoring fairly, getting everyone to one reveal at the same moment. That is where a purpose-built game earns its cost.
Operation Keystone, one of ours, runs this way: 200 new joiners, 16 teams, five levels, half the challenges in the app and half in the room. At that scale, gamified learning apps covers how these get built and when we tell people not to bother.
The measure of onboarding is not whether week one was fun. It is how cheap it feels to ask a question in week six.
Before you bolt points onto any of this, be clear what you are paying for. Every mechanic rewards something, and rarely the thing written on the objectives slide.
| Mechanic | What it actually rewards | Where it goes wrong in week one |
|---|---|---|
| Points for completion | Finishing | People optimise for finishing. You learn who clicks fastest through a module nobody remembers. |
| Leaderboards | Prior knowledge and confidence | On day three the top is whoever already knew someone here. The bottom half learns that it is the bottom half. |
| Countdown timers | Speed over judgment | New joiners guess rather than ask, the exact habit you are trying to prevent. |
| Badges and streaks | Turning up | Cheap, mostly harmless, and stops working the day the novelty does. |
| Teams with one shared goal | Talking to each other | Nothing, if the task is real. Without one it is a group chat with a scoreboard. |
| Solve to unlock | Working the problem | One stuck team stalls the room unless a facilitator can open the door. |
The pattern: mechanics that reward talking to another human belong in week one. Mechanics that reward speed or individual ranking do not, because they train the behaviour a new joiner should be unlearning.
More often than the people selling them admit. Five cases where the answer is do not run one.
One more, closer to a rule: never rank new joiners publicly against each other in the first fortnight. You are fixing a pecking order among people who have not yet had a fair chance to be good at anything, and it sticks.
For a warm-up rather than a session, icebreaker questions for work and the icebreaker generator cover ten minutes. Just do not mistake them for onboarding. The day after is the one people remember: a cohort that laughed on Tuesday and had nothing to do on Wednesday remembers Wednesday.
Tour De Force runs this as live, experiential training for teams worldwide — online and in person. Talk to us, or play Gamified learning appsThe Weekly Challenge to see the method in ten minutes.
Questions
The ones that make people talk to colleagues about real work. Question Amnesty gets the embarrassing questions asked. Follow the Order sends teams to trace a real customer order end to end. A scavenger hunt works if the ten questions can only be answered by ten specific people. Trivia and two truths and a lie are fine as a warm-up, not as a programme.
Thirty to ninety minutes, with the last twenty reserved for the debrief. Anything longer competes with the thing new joiners actually want, which is a laptop and a first task. For a large intake a half-day induction game is defensible, provided the rest of the week contains real work rather than more activities.
Asynchronous ones with a named human at the end of each task. Give each joiner ten questions that only ten specific colleagues can answer, spread over a week at fifteen minutes a day. A remote version of tracing a real order works too, if you warn the people who will be called. Avoid anything that depends on video-call energy.
Short ones, yes: they lower the cost of speaking first, which is worth ten minutes. What they do not do is teach anyone how the organisation works, and they are frequently mistaken for the entire induction. Use one to open a session, then run something that produces information a new joiner can use on Monday.
A structure where teams unlock the next stage by solving the current one, so the room moves together and nobody sits idle. Mix challenges on phones with physical challenges run by facilitators, keep a live leaderboard by cluster rather than by individual, and build to one shared reveal. It needs facilitators and a design, not just a venue.
Nobody can honestly promise that, and any specific percentage you are shown is worth checking. What a game plausibly does is shorten the time before a new person asks their first question and knows who to ask. Retention is decided by the manager, the work and the first ninety days. Treat a game as one hour inside that, not a substitute for it.
Keep reading
Custom induction games for large intakes: how they are built, and when not to commission one.
GuideThe 90-day plan a single new joiner needs, which no game can replace.
GuideThe twenty minutes that decide whether any of it transfers to the job.
Get in touch
Book a 30-minute call. Tell us the size of the intake and what they need to leave believing, and we will tell you honestly whether a game is the right instrument.
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