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Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
Peaches Industries Gamification story
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Peaches Industries Gamification story

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  • 1. From Zero to Hero with Gamifcation Peaches Industries 2013
  • 2. Content • Introduction of Peaches Industries • Common Challenges of End User engagement • Gamification principles • Gamification mechanics • Practical Gamification examples
  • 3. Zurich, Switzerland Helsinki, Finland Portals for Human Beings
  • 4. Meet the Peaches CHRIS MÜLLER Founding Partner & CEO Principal Consultant EMILIANO BRANCA Senior Project Manager DETLEF MENDE Business Development MARIANNA MORI Communication & Social Media JUSSI MORI Founding Partner Principal Consultant PETTERI MÄKELÄ Lead SharePoint Developer TIM GORREE Social Media Expert
  • 5. Common End User adoption Challenges
  • 6. Let’s have a look at some numbers… Customers: 54% are inactive in loyalty programs 69% don’t use online communities Employees: 50% don’t fully adopt to enterprise software 88% don’t use social enterprise software Source: Gartner
  • 7. Some common problems with Information portals • High bounce rates: Users have a look and do not return to the site • Low adoption: Users rarely visit and use the sites • Differentiation: most intranet sites look the same -> Boring • Too few or negative referrals: People do not talk about the sites or give negative feedback • No click-throughs: Users do not react to e-mails which contain “Deep links”
  • 8. The Technology acceptance model External variables Perceived usefulness Simple To use Personal attitude Intention to use Actual system use The Gamification influence point! Source: Technology Acceptance Mocel (TAM) by Fred Davis 1985
  • 9. Gamification principles
  • 10. People have fundamental desires for: • Status • Reward • Achievement • Self-Expression • Competition • Altruism Why Gamification actually works These desires are universal and across cultures, genders, generations and demographics!
  • 11. The 8 core motivation drives Source: Octalysis Gamification Framework by Yu-Kai Chou LEFT BRAIN RIGHT BRAIN Meaning Avoidance Accomplishment Empowerment Ownership Security Unpredictability Social Pressure
  • 12. Why do you want to drive people? When more people participate, you can… • improve collaboration (Empowerment) • improve individual motivation (social pressure) • speed up the learning process (Accomplishment) • cultivate team spirit (Meaning) • improve system and content analytics (Constant improvement) • last but not least, predict End-User behavior! (Constant improvement)
  • 13. Gamification mechanics
  • 14. • S for Status: Boasting rights about a certain status. • A for Access: Giving privileged access to users. For instance VIP lanes in nightclubs. • P for Power: Giving “power” over other users in the system. For example forum moderation. • S for Stuff: Tangible objects to win. Freebies, goodies, etc. The SAPS rewarding principle
  • 15. Hyper available feedback loops • A player is always aware of the current progress within the game • A player is always aware of the next steps ahead and how to get there • A player always knows if she or he performs well • A player can use this information to bring his or her skills to the next “level”
  • 16. The FLOW state “Achieving of FLOW – The players state between anxiety and boredom, meeting his own motivational level in that experience”. Source: The FLOW theory by Mihaly Csikszentmihalyi Ability Stress Bored… Overwhelmed!
  • 17. The FLOW state Some examples when being in a FLOW state • While driving a car during high traffic • While playing an exciting game • While fly fishing • While doing sports • While listening to music we love When we are in a FLOW state, we are in the most productive state on the current task at hand!
  • 18. The FLOW state In FLOW state we… • focus and our senses are sharp and clear • do not feel at all self conscious • forget all worries and anxieties entirely • experience a sense of full control • feel time differently • find the current activity intrinsically rewarding • experience a merge of action and awareness
  • 19. Practical Gamification examples for Innovation Processes
  • 20. Ideas for Gamification of Innovation “Ideas are the currency of the future!” • Submit Innovation ideas and get rewarded – Create communities around ideas – Have your ideas vetted by others and earn status – Review and comment other peoples ideas to earn points – Collaborate with others in the company to synthesize ideas from different viewpoints
  • 21. Ideas for Gamification of Innovation • Have virtual currency where people can invest into ideas (Coins) – Every employee becomes a virtual Venture Capitalist for Ideas and innovations
  • 22. Ideas for Gamification of Innovation • Have immersive spaces where people can connect and innovate together – Structured workshops – Ideation sessions – Virtual representations of people (Helps to overcome cultural differences and shyness) – Decrease travel costs – Allows people to stay more engaged over a longer period of time. (Element of play which keeps you energized)
  • 23. Practical Gamification examples for SharePoint 2013
  • 24. Use Case eLearning • Track and visualize earned skills of employees • Use hyper available feedback loop principle to visualize and bring transparency to progress • Use leader boards for status and badges for reward • Give access to “advanced” content after reaching a certain level • Create tutorials for newbies, to learn about company related information • Use avatars to express progress and allow individualization
  • 25. Use Case Project Management • Gamify time and task reporting for project members • Give rewards for completed tasks / user stories / whole projects • Visualize project progress • Past, present, Future – My progress, team progress • Use the hyper available feedback loop principle to boost project performance
  • 26. Use Case Metadata in SharePoint Status through metadata • Metadata Hero! 30 percent of all documents uploaded have high quality metadata • Metadata Superhero! All uploaded documents have high quality metadata • Metadata Rockstar! Filled in all documents with metadata in a team site • Metadata Archaeologist! Sent feedback about term sets to the portal team • Metadata Flashmobber! Termsets have been extended by the user directly
  • 27. On the bottom line: Emotions are key to human productivity Portals for human beings

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