Go for Engagement by David Vermeir


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David Vermeir talked about one of the cornerstones of user engagement on online platforms: Gamification. How can you engage your users to participate in e-learning, collaboration, ...

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  • - introduction
  • Star trek TNGCaptain picardNumber one priority: try to engage your workforce
  • workforce of todayPeople born between the early 80’s and early 2000’s25% of the current workforceUnhappy => next slide
  • Most important reason: unrealistic expectationsGrass always gets greenerWork long and hardOne place, medium where it’s true, in gamesCenter of attention, reach any height, be anything you want to beGet fullfilment from every task, no matter how trivialProcess of bringing these feelings, motivational mechanics into business processes, a buzzword => next slide
  • What is gamification? =>Next slide
  • Many definitions, i like this one => read then next slide
  • Not talking about making games, applying these things to business processesNot going to explain them in detail, just give a quick sense of the matter
  • What are game elements?Bread and butter, building blocks => next slide
  • - Some examples but many more exist
  • Farmville 2
  • LevelsQuestprogression
  • What about game thinking?Techniques that use the game elements to execute the gamified designLots of game design techniques, but a few worth mentioning in the enterprise setting
  • What do I want to achieve with my design?Games have goals, both longterm (“save the princess”) and shortterm (“get to the next level”)Deliver wins along the path to the end goalHarvard business school: Important to feel a sense of progress in your work, yet managers focused on longterm
  • Games give instant feedbackAlways know where you stand, what you have to do to improve things, and what thing worsen your situationEmployees biggest question: how am i doing?Performance reviews not enough
  • Games never drop you in the most difficult level without an explanationNo manualExplained by playingGen Y isn’t going to read a manual, no one isBillions of dollars wasted, no ROI
  • - Let’s look at some examples, the non-game contexts
  • - Good example is the fun theory, an initiative by Volkswagen to come up with ideas to change peoples behavior for the better
  • Speed camera lotteryStockholm, Sweden3 day period, 22% drop in average speed
  • Deloitte leadership academyExecutive training program for 50k executives worldwideChallenge: how do we get executives to take time from their schedule and sit down and engage with our content?=> next slide
  • Solution was to implement a gamified design using badgeville implementing achievements, badges, leaderboards,..Results: 45% more daily returning users, 35% more weekly returning usersAfter six months someone got the Leadership Academy Graduate achievement, something Deloitte fiqured would take at least 12 months
  • Marketo, provider of marketing automation softwareMarketo community launched in 2010, place where customers and partners could connectGoal: increase community engagement, identify the high quality contributions and accelerate onboarding
  • - Results: 71% more daily activities, almost 50% increase in question replies and 124% more idea votes
  • - Many more example, also in learning
  • - Duolingo, lets you learn a new language in a gamified manner
  • - Concepts like achievements
  • - onboarding
  • - Khan academy, revolutionizing basic education
  • - Earn points, badges
  • - Extensive metrics, gamification is 50% measuring
  • - badges
  • - Finally, the open badge framework from mozilla, letting you earn verified badges for online and offline courses, collect them in a backback and display them wherever you want
  • To conclude, Gabe Zichermann, a gamification guru recently spoke here in Brussels at the TEDx event. He called generation Y and Z, which is the coming generation, Generation G. A generation that constantly seeks new and rewarding experiences, especially in their jobs.It’s our job to bring that kind of engagement to the workplace, and I think that gamification is the answer to that. => next slide
  • Thank you
  • Go for Engagement by David Vermeir

    1. 1. Go for Engagement
    3. 3. Generation y
    4. 4. gamification
    5. 5. The use of game elements and game thinking in non-game contexts to enhance engagement.
    6. 6. The use of game ELEMENTs and game THINKING in non-game contexts to enhance engagement.
    7. 7. GAME ELEMENTs
    8. 8. •Achievements •Avatars •Badges •Boss fights •Collections •Combat •Content unlocking •Gifting •Leaderboards •Levels •Points •Quest •Social graph •Teams •Virtual goods
    9. 9. Game THINKING
    10. 10. goals
    11. 11. Real-time feedback
    12. 12. Onboarding and mastery
    13. 13. Non-game contexts
    14. 14. The fun theory
    15. 15. LEARNING
    16. 16. Generation G
    17. 17. “The end” Achievement unlocked!