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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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