ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models
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ROD's 5 Gamification Design Questions: A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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Gamification is a two-edged sword. Gamification represents both danger and opportunity. But first, what is “gamification”? ...

Gamification is a two-edged sword. Gamification represents both danger and opportunity. But first, what is “gamification”?

According to IT Research and Advisory firm, Gartner, “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation.” For me, gamification involves the seamless use of game strategies, tactics, and tools to entertainingly transform the behavior of customers and non-customers. Consequently, gamification offers us a huge opportunity to make this world a happier place while achieving serious goals. The Happiness Economy is here!

The business opportunity for gamification is huge: M2 Research, a market research consultancy in San Diego, projects that by 2015, companies would spend over $2 billion in gamification services. Gartner estimates that “By 2015, 40% of all Global 1000 organizations will be using gamification as the primary mechanism to increase customer engagement, improve employee engagement, and manage innovation projects better.” Surely, gamification is positioned as one of the Next Big Things.

And now for the danger. According to Gartner, “By 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design.” In short, 80% of businesses would waste money, time, and other resources in trying to gamify their business models. So, how can we more systematically and successfully gamify business models?

Although there exist successful cases of gamified business models such as for Facebook, LinkedIn, and Nike, I have yet to come across a simple, fast, and fun process for gamifying business models especially for lean startups and small businesses. Many frameworks are emerging for organizing and presenting ideas on gamer archetypes, gamification tools, and mechanics. However, these frameworks are fragmented and little effort is being made to integrate them. I therefore set out to develop a one-page framework that visually integrates different approaches to gamification as well as facilitates the design of gamified business models. The Business Gamification Pyramid is the result. The targeted customer is a Red Ocean Disruptor (ROD); see http://goo.gl/ZyAJBP

For the design of a gamified business model, 5 Gamification Design Questions should be asked and iteratively answered (in the shortest possible time).

5 Gamification Design Questions

#1: WHY gamify?
#2: WHO to gamify for?
#3: WHAT to gamify?
#4: TO WHAT to gamify?
#5: HOW to gamify?

http://goo.gl/ZyAJBP

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  • Full Name Full Name Comment goes here.
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  • @RodKing
    Rod- I fully concur with your opinion above ' Another advantage of the P.I.E.S. Pyramid of Needs is that it covers Mind or Intellectual Needs which are not highlighted in Maslow's Hierarchy of Needs'.
    Yes, I did express in many of my publications the need to upgrade Maslow Pyramid. I advocated the need to induce the emotional needs to this pyramid such as in my presentation on slideshare 'Emotions in Actions'.
    http://www.slideshare.net/hudali15/emotions-in-action

    By the way: I like the new terminology 'Logical wing' and 'emotional wing'.

    Rod, keep enriching my brain and heart as you always do.
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  • @hudali15: Ali, Thanks for your insightful observation about the relationship between Maslow's Pyramid of Needs and ROD's Gamification Pyramid. Indeed, Maslow's Hierarchy of Needs is the inspiration for the development of my 'P.I.E.S. Hierarchy of Needs' which focuses on Physical, Intellectual, Emotional, and Spiritual Needs. I decided to focus on the P.I.E.S. Needs because they directly relate to the categories of Body, Mind, Heart, and Soul. One advantage of 'P.I.E.S.' is memorability of its acronym. Another advantage of the P.I.E.S. Pyramid of Needs is that it covers Mind or Intellectual Needs which are not highlighted in Maslow's Hierarchy of Needs. By extending the P.I.E.S. Needs to games, we can organize the universe of games as well as products and services according to human needs, motivation, and jobs-to-get-done. With so many apparently disparate frameworks emerging in the domain of business gamification, the P.I.E.S. Pyramid provides a glue that holds together the various frameworks. Finally, I like your reference of 'wings' to the sections that envelop the central pyramid. In my original conception, I had thought of the wings as analogous to the left and right brains. Consequently, the left wing is textual while the right wing is more visual. In order to integrate your idea with mine, I'll settle for the 'logical wing' and 'emotional wing' that envelop the P.I.E.S. Pyramid. Thanks for sharing your thoughts.
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  • Rod- I have only now noticed this presentation.I say loudly WOW! I love the simplicity of your pyramid and its two wings: the what and why. I wonder if Maslow Pyramid of needs would be subject to similar treatment and extension. For example, survival is analogous to the basic physiological needs in the Maslow Pyramid. Actually, ROD Pyramid has the added advantage is the justification of the Maslow Pyramid.
    Rod- dare I say you have a 'Flying Rod Pyramid'?
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ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models ROD's 5 Gamification Design Questions: A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models Presentation Transcript

  •       ROD  U       Profitably  Create,  Deliver,  and  Share  Happiness   Unified  Business  Model  Gamifica1on   A  New  and  Proven  Strategy  to   Massively  Engage,  Acquire,  and  Retain  Customers   Dr.  Rod  King   Pioneer  and  Architect  of  Business  Model  Gamifica7on  
  • Gamifica1on  Problems,  Consequences,  and  Solu1on   PROBLEMS  &  CAUSES   CONSEQUENCES   q  Many  Change  Management  projects  fail   q  Unprofitable  Change  Management  projects   q  It’s  becoming  very  tough  to  mo1vate  customers   and  employees  to  get  desired  jobs  done   q  Unprofitable  Gamifica1on  projects     q  Inadequate  understanding,  planning,  execu1on,     and  management  of  a  Strategy  of  Business   Model  Gamifica1on   q  Piecemeal  approach  to  gamifica1on:   No  common  or  unified  framework  for   systema9cally  documen9ng,  planning,   execu9ng,  and  managing  gamifica9on  projects     q  Nega1ve  Return  On  Investment  (ROI)   q  Waste  of  1me,  money,  and  other  resources  in   gamifica1on  projects     q  “By  2014,  80  percent  of  current  gamified   applica1ons  will  fail  to  meet  business  objec1ves   primarily  due  to  poor  design”                Gartner   q  Too  many  fragmented  tools  are  used  in   gamifica1on  projects   q  Predominant  focus  on  the  “How?”  (tac1cs/                  game  mechanics)  rather  than  the  “Why?”                  (strategy/core  drivers)  of  human  and                  business  mo1va1on   SOLUTION   q  Strategy  of  Unified  Business  Model  Gamifica1on:  Holis1c  approach  for  understanding,  documen1ng,  and   managing  projects  on  Business  Model  Gamifica1on  as  well  as  Gamified  Change  Management   Simple  internal  integra9on  of  gamifica9on  frameworks,  tools,  and  ideas  as  well  as  external  integra9on   with  frameworks,  tools,  and  ideas  of  Business  Strategic  Management  
  • Basic  Defini1ons  in  Business  Model  Gamifica1on     Business  Model  Gamifica7on  =  Gamified  Business  Model  Innova7on  =  Gamified  Change  Management   GAMIFY   “Entertainingly  and  Profitably   Mo)vate  and/or  Change   Especially  Using   Game  Mo)va)on  Mechanisms”   GAMIFICATION   “Entertaining  and  Profitable   Mo)va)on  and/or  Change   Especially  Using   Game  Mo)va)on  Mechanisms”  
  • Business  Model  Gamifica1on     Involves     A  Con1nuous  Experiment   That  Uses   Game  Mo1va1on  Mechanisms  (GMM)  to       Entertainingly  and  Profitably  Create,  Deliver,  and  Share  Happiness   (Value)  
  • Companies  Successfully  Applying  a  Strategy  of  BUSINESS  MODEL  GAMIFICATION           Business  Model  Gamifica7on  =  Gamified  Business  Model  Innova7on  =  Gamified  Change  Management                                                           TwiMer                             Companies  Successfully               Applying             A  Strategy  of           BUSINESS  MODEL             GAMIFICATION       Starbucks                                                                   Nike                                     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Systema1cally  Understand,  Document,   and   Manage  Projects   On   Business  Model  Gamifica1on  
  • 5  Ques1ons   Of   Unified  Business  Model  Gamifica1on  
  • ROD’s  5  Gamifica1on  Design  Ques1ons   Profitably  Create,  Deliver,  and  Share  Happiness   1.     WHY  Gamify?   2.     WHO  to  Gamify  for?   3.     WHAT  to  Gamify?   4.     TO  WHAT  to  Gamify?   5.     HOW  to  Gamify?   Gamify  =  “Entertainingly  and  profitably  mo1vate,  learn,  solve  problem,  or  get  a  job  done”     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Ideas  and  Tools  for  Answering   The  5  Ques9ons   Of   Unified  Business  Model  Gamifica9on  
  • ROD’s  5  Gamifica1on  Design  Ques1ons   Profitably  Create,  Deliver,  and  Share  Happiness   1.     WHY  Gamify?   Yu-­‐Kai  Chou   2.     WHO  to  Gamify  for?   Richard  Bartle   3.     WHAT  to  Gamify?   Amy  Jo  Kim   Octalysis  Framework   Bartle  Player  Types   Social  Engagement  Verbs   4.     TO  WHAT  to  Gamify?   5.     HOW  to  Gamify?   Gamify  =  “Entertainingly  and  profitably  mo1vate,  learn,  solve  problem,  or  get  a  job  done”     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • ROD’s  5  Gamifica1on  Design  Ques1ons   Profitably  Create,  Deliver,  and  Share  Happiness   1.     WHY  Gamify?   Yu-­‐Kai  Chou   2.     WHO  to  Gamify  for?   Richard  Bartle   3.     WHAT  to  Gamify?   Amy  Jo  Kim   4.     TO  WHAT  to  Gamify?   Octalysis  Framework   Bartle  Player  Types   Social  Engagement  Verbs   Visionary  Gamified  Business  Model   q  Gamifica7on  Pentagon   q  Red  Ocean  Disrup7on  (ROD)  Game   q  Customer  Gamifica7on  Pyramid   q  3P-­‐Business  Model  Gameboard   q  6  Jobs  of  Highly  Innova7ve  Teams   q  Game  Mechanics,  Dynamics,  and       Gamify  =  “Entertainingly  and  profitably  mo1vate,  learn,  solve  problem,  or  get  a  job  done”              Aesthe7cs:  Physical;  Mental;                    Social;  Reputa7on     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing   5.     HOW  to  Gamify?  
  • GAMIFICATION  PENTAGON:  Visual  Worksheet  for  Itera9vely  Answering  the  5  Gamifica9on  Design  Ques9ons     Profitably  Create,  Deliver,  and  Share  Happiness   WHY?   WHO?   HOW?   Object/   Topic   TO   WHAT?   Conven)on   (Present:  Red  Ocean/Job)   WHAT?     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • GAMIFICATION  PENTAGON:  Visual  Worksheet  for  Itera9vely  Answering  the  5  Gamifica9on  Design  Ques9ons     Profitably  Create,  Deliver,  and  Share  Happiness   WHY?   Problem-­‐Solving  Cycle   q  D:  Define   q  B:  Build   q  M:  Measure   q  A:  Analyze   q  I:  Improve   q  L:  Learn   HOW?   Blue  Ocean     Gamifica1on  Model/   Behavior/Habit   WHO?   Business   Model   Red  Ocean     Gamifica1on  Model/   Behavior/Habit   TO   WHAT?   Conven)on   (Present:  Red  Ocean/Job)   WHAT?     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • GAMIFICATION  PENTAGON:  How  Dick  Fosbury  Disrupted  the  High  Jump  Game   Profitably  Create,  Deliver,  and  Share  Happiness   WHY?   Problem-­‐Solving  Cycle   q  D:  Define   q  B:  Build   q  M:  Measure   q  A:  Analyze   q  I:  Improve   q  L:  Learn   HOW?   Bring  Honor  to  Country   Set  a  world  record  at  the   Olympic  Games   WHO?   HIGH   JUMP   Dick  Fosbury,   Game  Changer   TO   WHAT?   Conven)on   (Present:  Red  Ocean/Job)   WHAT?     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • APPLE’S  GAMIFICATION  PENTAGON:  How  Apple/Steve  Jobs  Disrupted  the  Music  Game   Profitably  Create,  Deliver,  and  Share  Happiness   WHY?   Problem-­‐Solving  Cycle   q  D:  Define   q  B:  Build   q  M:  Measure   q  A:  Analyze   q  I:  Improve   q  L:  Learn   HOW?   Empowerment  &  Happiness   “Think  Different”   WHO?   Classic  iPod:   (“A  Thousand  Songs   In  Your  Pocket”)   TO   WHAT?   Conven)on   (Present:  Red  Ocean/Job)   WHAT?     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 6  Jobs  of  Highly  Innova1ve  Teams   (Problem-­‐Solving  Cycle  of  “DB-­‐MAIL”)   Round:  .....   Problem   Definer   Solu1on   Builder   D   B   Object   (Topic/   Logo)   Value   L   Learner   Solu1on   Improver   I   M A   Problem   Measurer   Problem   Analyzer     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 6  Jobs  of  Highly  Innova1ve  Teams   (Problem-­‐Solving  Cycle  of  “DB-­‐MAIL”)   Round:  .....   Problem   Definer   D   Value   L   Learner   Solu1on   Builder   B   Define  Problem   Define/sketch  customer   Make  field  visits;  Network      Observe  anomalies,            pains  &  trade-­‐offs            Ques9on  ecosystem                       Learn  What’s  Valued  Explore  in   Build  Solu1on                   What  to  learn/share        space/9me   Set  goals/strategies   Evaluate  (-­‐/+);  Monitor   Brainstorm  specs/propn.   Reflect:  Lesson  Learned   Idealize;  Use  “What  if?”   Tell  stories;  “Pitch”   Analogize;  Experiment   Object   Summarize   Prototype  tool;  Pilot   (Topic/   Improve  Solu1on   Measure  Problem   Logo)   Resolve  trade-­‐offs   Measure  impacts   Do  mul9level  thinking   Collect  data/info   Transform;  Disrupt   Quan9fy  rela9onships      Role-­‐play;  Simplify   Confirm  channels          Implement  tac9cs   Verify/Validate    Analyze  Problem   Analyze  data/info   Categorize  inputs   Model  process/system   Structure/Classify  outputs   Display  cri9cal  thinking   Solu1on   Improver   M I   A   Problem   Measurer   Problem   Analyzer     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • PROJECT  TEAM     Date:  …………………………....   Project  Descrip1on:   TEAM   MEMBER   Problem   Definer   Solu1on   Builder   Problem   Measurer   Problem   Analyzer   Solu1on   Improver   Value   Learner                                             #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • PROJECT  JOURNAL   (Problem-­‐Solving  Cycle  of  “DB-­‐MAIL”)   Round:  .....   Date:  …………………………....   Why?  ………………………………………………………………………………………………………….…………………………………………………………..…………………..…..……   Who?  …..…………………………………………………………………….………………………………………………….….……….………..……………………………..…………..……   What?  ……..…………..……..……………………………………………………………………………………………………………………………..…….…………………………….……   To  What?  ………………………………………………………………………………………………….…………………………………….…………………………………………………..   Project  Team:  …………………………………………….…………..…….…………..…….……………………...………………………….……………………………………………..     PROBLEM   DEFINER   SOLUTION   (PROTOTYPE)   BUILDER   PROBLEM   MEASURER   PROBLEM   ANALYZER   SOLUTION   IMPROVER   VALUE   LEARNER                             #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • LEADERBOARD     Date:  …………………………....   Project  Descrip1on:   NAME  OF   PROJECT  TEAM   ROUND   1   ROUND   2   ROUND   3   ROUND   4   ROUND   …                                             #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid   How  to  Simply  Engage,  Acquire,  and  Retain  More  Customers  
  • Customer  Gamifica1on  Pyramid:  8  Core  Drivers  of  Unhappy  People,  Products,  and  Workplaces   Profitably  Create,  Deliver,  and  Share  Happiness   Drivers  of  Unhappiness   S:  SPIRITUAL  Unhappiness   q Powerlessness   q Low  Self-­‐esteem   q Iden9ty  Crisis   q Incompetence/Unskilled   (Constraints/Barriers/Obstacles)   q Injus9ce/Selfishness   q Disunity/Hopelessness   q Society’s  Deteriora9on   q Being  Unrecognized   Achiever   Compe77on   E:  EMOTIONAL  Unhappiness   q Loneliness/Lack  of  Support   q Rejec9on/Being  Bullied   q Miscommunica9on   q Feeling  Unloved/Unwanted   q Apathy/Ugliness   q No  Romance   q Poor  Exchanges   q Egocentrism   q No  Big-­‐picture  Sense  or  Meaning   q Disempowerment  &  Low  Status   Socializer   q No  Social  Influence   q Trouble/Conflict/Fights   Collabora7on   I:  INTELLECTUAL  Unhappiness   q Ignorance/Mental  Block   q Boredom/Delay   q Confusion/Complexity   q Chaos/Being  Lost   q Indecision/Doubt   q Secrets/Mystery   q Uncertainty   q Inaccessibility   Discoverer   q Info  Overload   q Mundaneness   Explora7on   P:  PHYSICAL  Unhappiness   q Fear/Tension   q Hunger/Waste   q Fa9gue/Stress   q Sickness/Death   q Physical  Pain   q Poverty/Debt   q Physical  Craving   q Danger   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q No  Sign  of            Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • The  Ul1mate  Purpose  of  Gamifica1on   Is   THE  PURSUIT  OF  HAPPINESS:   To  Profitably  Create,  Deliver,  and  Share   Happiness  
  • Customer  Gamifica1on  Pyramid:  Template  for  “Body,  Mind,  Heart,  and  Spirit”  Happiness    Profitably  Create,  Deliver,  and  Share  Happiness     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid:  The  4  Building  Blocks  of  Happiness    Profitably  Create,  Deliver,  and  Share  Happiness   S:  SPIRITUAL  Happiness   Achiever   Mo1va1onal  Factors   (Desires/Ideals)   Compe77on   E:  EMOTIONAL  Happiness   Socializer   Collabora7on   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid:  The  4  Building  Blocks  of  Happiness    Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   Compe77on   E:  EMOTIONAL  Happiness   Socializer   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Extrinsic  Mo9va9on   Collabora7on   Survival   Customer/Job  To  Get  Done/BUMP:     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid:  Tac9cal  Mo9vators  (Value  Factors;  Core  Drivers;  Proposi9ons)   Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   q Status/Power;  Mastery   q Customiza7on;  Fun;  Flow   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Design/Aesthe7cs   q Interac7vity   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Novelty   q Simplicity/            Accessibility/            Convenience   Extrinsic  Mo9va9on   Collabora7on   q Performance   q Price  (Cost)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid:  Strategic  Mo9vators  (Value  Factors;  Core  Drivers;  Proposi9ons)   Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Collabora7on   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid:  Games  for  “Body,  Mind,  Heart,  and  Spirit”  Happiness    Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   Compe77on   E:  EMOTIONAL  Games   Socializer   Intrinsic  Mo9va9on   S:  SPIRITUAL  Games   Mo1va1onal  Factors   I:  INTELLECTUAL  Games   Discoverer   Explora7on   P:  PHYSICAL  Games   Survivor   Extrinsic  Mo9va9on   Collabora7on   Survival   Customer/Job  To  Get  Done/BUMP:     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid:  Elements  of  the  Happiness  Quo9ent  (HQ)    Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   Compe77on   EMOTIONAL  Quo9ent  (EQ)     Socializer   Intrinsic  Mo9va9on   SPIRITUAL  Quo9ent  (SQ)     Mo1va1onal  Factors   INTELLECTUAL  Quo9ent  (IQ)   Discoverer   Explora7on   PHYSICAL  Quo9ent  (PQ)   Survivor   Extrinsic  Mo9va9on   Collabora7on   Survival   Customer/Job  To  Get  Done/BUMP:     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid:  Habits  of  Player  Archetypes    Profitably  Create,  Deliver,  and  Share  Happiness   driven   Mo1va1onal  Factors   Intrinsic  Mo9va9on   SPIRITUAL  Quo9ent  (SQ)     purposeful   Achiever   compe77ve   strong-­‐willed   Compe77on   sociable   EMOTIONAL  Quo9ent  (EQ)     caring   Socializer   INTELLECTUAL  Quo9ent  (IQ)   curious   ques7oning   Discoverer   analy7cal   PHYSICAL  Quo9ent  (PQ)   enthusias7c   cra`y   crea7ve   Explora7on   dynamic   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   Extrinsic  Mo9va9on   empathe7c   communal   Collabora7on   materialis7c   energe7c     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Examples   Visually  Organize  and  Manage  Ideas  in  Gamifica9on  Projects  
  • Customer  Gamifica1on  Pyramid:  Template  for  “Body,  Mind,  Heart,  and  Spirit”  Happiness    Profitably  Create,  Deliver,  and  Share  Happiness   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   Discoverer   q Scarcity   q Surprise  &            Suspense   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid:  Template  for  “Body,  Mind,  Heart,  and  Spirit”  Happiness    Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Collabora7on   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • P.I.E.S.  Taxonomy  for  Games   Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Musical  Games   Naturalis9c  Games   Interpersonal  Games   Intrapersonal  Games   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  Verbal-­‐Linguis9c  Games   •  Logical-­‐Mathema9cal  Games   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  Visual-­‐Spa9al  Games   •  Bodily-­‐Kinesthe9c  Games   Intrinsic  Mo9va9on   •  Existen9al  Games   q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   •  Existen9al  Games   8  Mo1va1onal  Factors   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Musical  Games   Naturalis9c  Games   Interpersonal  Games   Intrapersonal  Games   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  Verbal-­‐Linguis9c  Games   •  Logical-­‐Mathema9cal  Games   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  Visual-­‐Spa9al  Games   •  Bodily-­‐Kinesthe9c  Games   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   Gamified   Progress   Indicators   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   P.I.E.S.  Taxonomy  for  Games   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid   Max-­‐Neef’s  Human  Needs   Profitably  Create,  Deliver,  and  Share  Happiness   S:  SPIRITUAL  Happiness   Equal  Rights   Autonomy;  Self  Esteem;  Passion   Open-­‐mindedness   Idealism/Social  Jus9ce   •  •  •  •  Values;  Norms;  Customs   Self-­‐awareness/growth   Self-­‐esteem;  Belonging   Commitment   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  Family;  Friendships;  Rela9onships   •  Respect;  Humor;  Generosity;  Sensuality   •  Love;  Emo9onally  Express;  Share;  Care     Socializer   q Affec7on   q Par7cipa7on   q Leisure   Collabora7on   I:  INTELLECTUAL  Happiness   •  •  •  •  •  Teachers;  Educa9onal  Policies;  Literature   Curiosity;  Intui9on;  Cri9cal  Capacity   Analyze;  Study;  Inves9gate;  Meditate   Imagina9on;  Boldness;  Inven9veness   Invent;  Design;  Compose;  Interpret     Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  •  Food;  Shelter;  Health   Physical  Health;  Mental  Health   Feed;  Clothe;  Work;  Rest   Social  Security;     Take  care;  Plan;  Help   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Understand-­‐            ing   q Crea7on   Extrinsic  Mo9va9on   •  •  •  •  q Freedom   q Iden7ty   Intrinsic  Mo9va9on   9  Mo1va1onal  Factors   q Subsistence   q Protec7on     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Reiss’s  Drivers  of  Happiness   Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   Power/Influence   •  Status/Social  Standing   Independence/Self-­‐reliance   •  Tranquility/Emo9onal  Calm   Humor/Loyalty   Compe77on   Idealism/Social  Jus9ce   E:  EMOTIONAL  Happiness   •  •  •  •  Social  Contact/Companionship   Acceptance/Belonging   Family/Rela9onship   Romance/Sex  and  Beauty   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  Curiosity/Knowledge   •  Order/Organiza9on   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  Saving/Collec9ng  Things     Vengeance/One-­‐upmanship   Ea9ng/Food   Physical  Ac9vity/Exercise   Intrinsic  Mo9va9on   •  •  •  •  q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Maslow’s  Mo9va9on  Mechanisms   Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   Self-­‐actualiza9on   •  •  Self  Esteem   •  Status   •  Pres9ge   Reputa9on   Morality   Spontaneity   Mastery   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Belonging   Love   Family   Sexual  In9macy   •  •  •  •  Aesthe9cs   Friendship   Community   Empathy   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  Problem-­‐Solving   •  Wisdom   •  Knowledge   •  Facts   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  Food   Water   Health   Protec9on   •  •  •  •  Breathing   Sleep   Safety   Security   Intrinsic  Mo9va9on   •  •  •  •  q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid   Generic  Mo9va9on  Mechanisms   Profitably  Create,  Deliver,  and  Share  Happiness   Status   Enlightenment   Spirituality   Atonement   •  •  •  •  Peace  of  Mind   Self-­‐expression   Autonomy/Power   Oneness/Altruism   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Entertainment   Networking   Socializa9on   Community   •  •  •  •  Crowdsourcing   Romance   Loyalty   Sex;  Beauty   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  •  •  •  Wisdom;  Order   •  •  Knowledge   Ideas/Crea9vity   •  Informa9on/Data  •  Problem-­‐Solving   Rhetoric   Trading   Decisions   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  •  Travel   Finance/Wealth   •  •  Health   Safety/Protec9on  •  Clothing   Housing   Food   Energy   Intrinsic  Mo9va9on   •  •  •  •  q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • “Quests”  That  Make  Us  Happier   Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   q Seek/Obtain  Jus9ce   q Triumph   q Improve  Society   q Be  Enlightened   Achiever   Compe77on   E:  EMOTIONAL  Happiness   q Nurture   q Laugh   q Strengthen  Family  Rela9onship   q Connect  with  Past   q Customize   q Be  Roman9c   q Exchange  Gios   q Be  Recognized   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   q Learn/Gain  Knowledge     q Recognize  PaMerns   q Find  Treasure   q Get  Insider  Info   q Discover  Secret/Mystery   q Complete  Set   q Create  Order   q Predict  Events   Discoverer   Explora7on   P:  PHYSICAL  Happiness   q Be  a  Villain   q Improve  Health   q Be  a  Rebel   q Compete   q Revenge   Intrinsic  Mo9va9on   q Be  a  Hero   q Be  a  Wise  Old  Man   q Be  a  Ruler   q Master  a  Skill   q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Learning  Goals/Jobs-­‐To-­‐Get-­‐Done   Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   q Be  a  Hero;  Win   q Improve  Society   q Obtain  Jus9ce   q Tell  Epic  Story   Achiever   Compe77on   E:  EMOTIONAL  Happiness   q Entertain   q Network   q Socialize   q Be  Emo9onal   q Bond/Team   q Be  Roman9c   q Be  Loyal   q Be  Sexy   q Enlightenment  &  Meaning   q Empowerment   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   q Gain  Wisdom   q Gain  Knowledge   q Organize  Ideas   q Discover  Objects   q Solve  Problems   q Predict     q Trade   q Decide/Learn   Discoverer   Explora7on   P:  PHYSICAL  Happiness   q Travel   q Be  Wealthy   q Be  Healthy   q Be  Safe   q Have  Clothing   q Have  House   q Have  Food   q Have  Energy   Intrinsic  Mo9va9on   q Gain  Recogni9on   q Gain  Mastery   q Be  Enlightened   q Customize  Object   8  Mo1va1onal  Factors   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   Gamified   Progress   Indicators   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Collabora7on   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid   P.I.E.S.  Engagement  Verbs  (Processes)   Profitably  Create,  Deliver,  and  Share  Happiness   Create   Build   Challenge   Win   •  •  •  •  Meditate   Compare   Show-­‐off   Master   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Greet;  Express   Network   Like   Cooperate   •  •  •  •  Help   Give   Share   Personalize   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  •  •  •  Explore   View   Review   Curate   •  •  •  •  Vote   Imagine   Interpret   Learn   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  Hunt   Rebel   Sabotage   Destroy   •  •  •  •  Harass   Cheat   Heckle   Disrupt   Intrinsic  Mo9va9on   •  •  •  •  q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid   Game  Mechanics   Profitably  Create,  Deliver,  and  Share  Happiness   Epic  Meaning   Reward  Schedule   Structure  Building   Power;  Autonomy   •  •  •  •  Pride   Status   Achievement   Mastery   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Communal  Disc.   Companionship   Ex9nc9on   Coopera9on   •  •  •  •  Friending;  Liking   Gioing   Personaliza9on   Mentorship   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  •  •  •  Avoidance   Endless  Game   Puzzle;  Quiz   Progression   •  •  •  •  Con9ngency   LoMery;  Hazard   Shell  Game   Appointment   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  Victory  Points   •  •  Leaderboard   Territory  Control   •  Bonus;  Discount   •  Ownership   Envy   Race   Auc9on   Intrinsic  Mo9va9on   •  •  •  •  q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   •  •  •  •  Epic  Meaning   Reward  Schedule   Structure  Building   Power;  Autonomy   •  •  •  •  Pride   Status   Achievement   Mastery   8  Mo1va1onal  Factors   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Communal  Disc.   Companionship   Ex9nc9on   Coopera9on   •  •  •  •  Friending;  Liking   Gioing   Personaliza9on   Mentorship   q Enlightenment  &  Meaning   q Empowerment   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  •  •  •  Avoidance   Endless  Game   Puzzle;  Quiz   Progression   •  •  •  •  Con9ngency   LoMery;  Hazard   Shell  Game   Appointment   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  Victory  Points   •  •  Leaderboard   Territory  Control   •  Bonus;  Discount   •  Ownership   Envy   Race   Auc9on   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   5  Basic   Gamifica1on   Ingredients   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Game  Mechanics   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  •  OCTALYSIS  PETAL  DIAGRAM:  8  Core  Drivers  of  Happiness  and  Corresponding  Game  Mechanics     Big  Urgent  Market  Problem  (BUMP):  …………………………………………………………………………………………………………………..       Vision/Job  To  Get  Done/Mo)va)on:  ……………………………………………………………………………..……………………………………………………………   ACCOMPLISHMENT:  Physical  Happiness             OWNERSHIP:  Physical  Happiness     SCARCITY:  Intellectual  Happiness                 MEANING:  Spiritual  Happiness           8  Core  Drivers/“Hiring”  Reasons   (Based  on  Yu-­‐Kai  Chou’s   Octalysis  Framework  of  8  Core  Drivers:   hMp://www.yukaichou.com/ gamifica9on-­‐examples/octalysis-­‐ complete-­‐gamifica9on-­‐framework/)       AVOIDANCE:  Emo7onal  Happiness                 EMPOWERMENT:  Spiritual  Happiness     SOCIAL  INFLUENCE:  Emo7onal  Happin.               UNPREDICTABILITY:  Intellectual  Happin.                   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  •  OCTALYSIS  PETAL  DIAGRAM:  8  Core  Drivers  of  Happiness  and  Corresponding  Game  Mechanics     Big  Urgent  Market  Problem  (BUMP):  …………………………………………………………………………………………………………………..       Vision/Job  To  Get  Done/Mo)va)on:  ……………………………………………………………………………..……………………………………………………………   ACCOMPLISHMENT:  Physical  Happiness     q Points   q Win  Prize;  High  5     q Badges   q Crowning     q Fixed  Ac9on  Rew.  q Level-­‐up  Sympho.     q Leaderboard   q Aura  Effect     q Progress  Bar   q Tutorial   q Quest  Lists   q Boss  Fights   OWNERSHIP:  Physical  Happiness     q Virtual  Goods   q Earned  Lunch   q Build  from  Scratch   q Learning  Curve   q Collec9on  Set   q Protec9on   q Avatar   q Recruitment   q Monitoring   SCARCITY:  Intellectual  Game     q Appointment   q Pa9ent  Feedback     q Fixed  Intervals   q Countdown     q Dangling   q ThroMles     q Price  Pacing     q Moats       MEANING:  Spiritual  Game     q Narra9ve   q Beginner’s  Luck   q Eli9sm   q Free  Lunch   q Humanity  Hero   q Des9ny  Child   q Higher  Meaning   q Co-­‐creator         8  Core  Drivers/“Hiring”  Reasons   (Based  on  Yu-­‐Kai  Chou’s   Octalysis  Framework  of  8  Core  Drivers:   hMp://www.yukaichou.com/ gamifica9on-­‐examples/octalysis-­‐ complete-­‐gamifica9on-­‐framework/)       AVOIDANCE:  Emo7onal  Game     q Sunk-­‐Cost  Tragedy   q Status  Quo  Sloth     q Progress  Loss   q Scarlet  LeMer     q FOMO     q Visual  Grave     q Evanescence   q Weep  Tune     Opportunity     EMPOWERMENT:  Spiritual  Game     q Milestone  Unlock  q Instant  Feedback   q Evergreen   q Boosters   q General’s  Carrot   q Blank  Fills   q Real-­‐9me  Control  q Autonomy   q Chain  Combos   q Choice  Percep9on   SOCIAL  INFLUENCE:  Emo7onal  Game       q Friending   q Bragging   q Gioing     q Water  Cooler   q Seesaw  Bump   q Thank  You-­‐Econ.       q Group  Quest   q Mentorship     q Tou9ng   q Social  Prod   UNPREDICTABILITY:  Intellectual  Game     q Growing  Choice   q Obvious  Wonder     q Mini-­‐Quests   q Rolling  Rewards     q Visual  Stories   q Mischief     q Easter  Eggs   q Sudden  Rewards     q Random  Rewards  q Oracle  Effect         #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • HAPPINESS  TRADE-­‐OFF  MAP   Big  Urgent  Market  Problem  (BUMP):  …………………………………………………………………………………………………………………………   Job  To  Get  Done  (Market/Goal/Mo9va9on):  ………………………………………………….………………………………………………………….   Ideal  Final  Result  (IFR):  Insanely  Great  Experience  (Happiness)  or  Ideal  Minimum  Viable  Game  (MVG)   (+):  DELIGHT:    Learning  (Discovery)     High   (10)   BLUE  OCEAN   GAMIFICATION   STRATEGY/   GAMES   RED  OCEAN   GAMIFICATION   STRATEGY/   GAMES   Low   (1)   Low   (1)   (-­‐):  PAIN:  Boredom   High   (10)  
  • HAPPINESS  TRADE-­‐OFF  MAP   Big  Urgent  Market  Problem  (BUMP):  …………………………………………………………………………………………………………………………   Job  To  Get  Done  (Market/Goal/Mo9va9on):  ………………………………………………….………………………………………………………….   Ideal  Final  Result  (IFR):  Insanely  Great  Experience  (Happiness)  or  Ideal  Minimum  Viable  Game  (MVG)   (+):  DELIGHT:    Learning  (Discovery)     High   (10)   BLUE  OCEAN   GAMIFICATION   STRATEGY/   GAMES   RED  OCEAN   GAMIFICATION   STRATEGY/   GAMES   Low   (1)   Low   (1)   (-­‐):  PAIN:  Boredom   High   (10)  
  • GAMIFIED  BUSINESS  MODEL     Holis1c  Tool  for  Applying  Evidence-­‐based  Management  to  Gamifica1on  Projects  
  • What  is  a  Gamified  Business  Model?   A  Gamified  Business  Model   Illustrates   How  an  Organiza1on  Uses   Game  Mo1va1on  Mechanisms  (GMM)  to       Create,  Deliver,  and  Share  Happiness  (Value)   A  Gamified  Business  Model  consists  of  three  sub-­‐models:     q  Provider’s  Happiness  Model:  Happiness  Crea7on   q  Player’s  Happiness  Model:  Happiness  Delivery   q  Performance  Happiness  Model:  Happiness  (Value)  Sharing       #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 3P-­‐BUSINESS  MODEL  GAMEBOARD   Profitably  Create,  Deliver,  and  Share  Happiness   Level   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   P:  PROVIDER’S   HAPPINESS   MODEL   delivers   requires   P:  PLAYER’S   HAPPINESS   MODEL   drives   requires   P:  PERFORMANCE   HAPPINESS   MODEL     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Level   3P-­‐BUSINESS  MODEL  GAMEBOARD   Profitably  Create,  Deliver,  and  Share  Happiness   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   P:  PROVIDER’S   HAPPINESS   MODEL   delivers   requires   P:  PLAYER’S   HAPPINESS   MODEL   drives   requires   P:  PERFORMANCE   HAPPINESS   MODEL   Inputs/Partners         Gamified  Product/Service;   Value  Proposi1on       Cost  (Pain):   “STICK”       Internal  Resources         Gamified  Channels  &   Rela1onships       Revenue  (Delight):   “CARROT”       Gamified  Processes/ Ac1vi1es/Goals       Player/Gamer/Customer/   Gamified  Job-­‐To-­‐Get-­‐Done   q Player’s  Persona   q Player’s  Hierarchy  of  Jobs   PERFORMANCE   (PROFIT;  VALUE)   q E:  Engagement   q A:  Acquisi9on   q R:  Reten9on     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Level   3P-­‐BUSINESS  MODEL  GAMEBOARD   Profitably  Create,  Deliver,  and  Share  Happiness   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   Inputs/Partners         require(s)   Internal  Resources         require(s)   requires   Gamified  Product/Service;   Value  Proposi1on       affect(s)   deliver(s)   Gamified  Processes/ Ac1vi1es       require(s)   delight(s)   Gamified  Channels  &   Rela1onships       require(s)   P:  PERFORMANCE   HAPPINESS   MODEL   delight(s)   Player/Gamer/Customer/   Gamified  Job-­‐To-­‐Get-­‐Done   q Player’s  Persona   q Player’s  Hierarchy  of  Jobs   requires   Cost  (Pain):   “STICK”       Revenue  (Delight):   “CARROT”       drive(s)   requires   drives   P:  PLAYER’S   HAPPINESS   MODEL   (Problem-­‐Solu9on  Fit;  Product-­‐Market  Fit)   delivers   P:  PROVIDER’S   HAPPINESS   MODEL   delights   PERFORMANCE   (PROFIT;  VALUE)   q E:  Engagement   q A:  Acquisi9on   q R:  Reten9on     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Level   3P-­‐BUSINESS  MODEL  GAMEBOARD   Profitably  Create,  Deliver,  and  Share  Happiness   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   require(s)   Gamified  Product/Service;   Value  Proposi1on       affect(s)   Internal  Resources         require(s)   requires   deliver(s)   Gamified  Processes/ Ac1vi1es       requires   gamified    E.A.R.  mechanisms   require(s)   delight(s)   Gamified  Channels  &   Rela1onships       gamified    E.A.R.  mechanisms   require(s)   delight(s)   Player/Gamer/Customer/   Gamified  Job-­‐To-­‐Get-­‐Done   q Player’s  Persona   q Player’s  Hierarchy  of  Jobs   Cost  (Pain):   “STICK”       Revenue  (Delight):   “CARROT”       drive(s)   Inputs/Partners         P:  PERFORMANCE   HAPPINESS   MODEL   gamified    E.A.R.  mechanism(s)   requires   drives   P:  PLAYER’S   HAPPINESS   MODEL   (Problem-­‐Solu9on  Fit;  Product-­‐Market  Fit)   delivers   P:  PROVIDER’S   HAPPINESS   MODEL   delights   PERFORMANCE   (PROFIT;  VALUE)   q E:  Engagement   q A:  Acquisi9on   q R:  Reten9on     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Level    3P-­‐BUSINESS  MODEL  GAMEBOARD:  Showing  the  Environment   Profitably  Create,  Deliver,  and  Share  Happiness   Happiness  Crea)on:   PROVIDER   P:  PROVIDER’S   HAPPINESS   MODEL   Happiness  Delivery:   PLAYER   P:  PLAYER’S   HAPPINESS   MODEL   ENVIRONMENT   1 2 3 4 5 Happiness  Sharing  (Profit):   PERFORMANCE   P:  PERFORMANCE   HAPPINESS   MODEL     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Level    3P-­‐BUSINESS  MODEL  GAMEBOARD:  Showing  the  Global  Environment   Profitably  Create,  Deliver,  and  Share  Happiness   1 2 3 4 5 Happiness  Crea)on:   PROVIDER   P:  PROVIDER’S   HAPPINESS   MODEL   Happiness  Delivery:   PLAYER   P:  PLAYER’S   HAPPINESS   MODEL   Happiness  Sharing  (Profit):   PERFORMANCE   P:  PERFORMANCE   HAPPINESS   MODEL   Macro-­‐Economic  Influencers  (MEI):  Global  Economy   Market  Ecosystem  (ME):  Demand   Industry  Ecosystem  (IE):  Supply   Key  Trends  &  Complementors  (KTC):  PESTLIED  (-­‐/+)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Level    3P-­‐BUSINESS  MODEL  GAMEBOARD:  Showing  the  Local  (Industry)  Environment   Profitably  Create,  Deliver,  and  Share  Happiness   1 2 3 4 5 Happiness  Crea)on:   PROVIDER   P:  PROVIDER’S   HAPPINESS   MODEL   Happiness  Delivery:   PLAYER   P:  PLAYER’S   HAPPINESS   MODEL   Happiness  Sharing  (Profit):   PERFORMANCE   P:  PERFORMANCE   HAPPINESS   MODEL   Threat  of  Subs1tute  Products  or  Services   Bargaining  Power  of  Customers   Bargaining  Power  of  Suppliers   Threat  of  New  Entrants     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • LinkedIn’s   Business  Model  Gamifica1on   Evidence-­‐based  Management  for  Beger  Engaging,  Acquiring,  and  Retaining  Customers  
  • Systema1cally  Design   For   Business  Model  Happiness  
  • 5  Gamifica1on  Design  Ques1ons  for  LinkedIN     Profitably  Create,  Deliver,  and  Share  Happiness   1.     WHY  Gamify?     2.     WHO  to  Gamify  for?       To  entertainingly  and  effec1vely  engage,   acquire,  and  retain  more  customers   Customers/Players:  [People]  who  want  …  but  …   q  Professionals   q  Recruiters   q  Marketers   q  Adver9sers   3.     WHAT  to  Gamify?   Tradi1onal  Product/Service:  linkedin.com   4.     TO  WHAT  to  Gamify?   Gamified  Product/Service:  linkedin.com       5.     HOW  to  Gamify?   Gamify  =  “Entertainingly  and  profitably  mo1vate,  learn,  solve  problem,  or  get  a  job  done”   q  Gamifica7on  Pentagon   q  Red  Ocean  Disrup7on  (ROD)  Game   q  Customer  Gamifica)on  Pyramid   q  3P-­‐Business  Model  Gameboard   q  6  Jobs  of  Highly  Innova7ve  Teams   q  Game  Mechanics,  Dynamics,  and                  Aesthe)cs:  Physical;  Mental;                    Social;  Reputa)on     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Gamifica1on  Pentagon  for  LinkedIN     Profitably  Create,  Deliver,  and  Share  Happiness   WHY?   HOW?   q  q  q  q  Gamifica7on  Pentagon   Customer  Gam.  Pyramid   3P-­‐Bus.  Model  Gameboard   DB-­‐MAIL  Cycle   To  entertainingly  and   effec1vely  engage,  acquire,   and  retain  more  customers   Customers/Players:   Gamified     Product/Service:   linkedin.com   TO   WHAT?   WHO?   [People]  who  want  …  but  …   Professionals/Recruiters/ Marketer/Adver9sers   Tradi1onal   Product/Service:   linkedin.com   Conven)on   (Present:  Red  Ocean/Job)   WHAT?     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Game  Mechanisms  (Features)                    Customer  Gamifica1on  Pyramid  for                 To  entertainingly  and  effec1vely  engage,   acquire,  and  retain  more  customers   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Collabora7on   q Ownership   q Accomplish-­‐            ment   Customer/BUMP/Job  To  Get  Done:  Professionals/Recruiters/Marketers/Adver)sers     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Game  Mechanisms  (Features)                    Customer  Gamifica1on  Pyramid  for                 To  entertainingly  and  effec1vely  engage,   acquire,  and  retain  more  customers   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Freemium   Leaderboard   Progress  Bar   Survivor   Survival   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Collabora7on   q Ownership   q Accomplish-­‐            ment   Customer/Job  To  Get  Done/BUMP:  Professionals/Recruiters/Marketers/Adver)sers     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Game  Mechanisms  (Features)                    Customer  Gamifica1on  Pyramid  for                 To  entertainingly  and  effec1vely  engage,   acquire,  and  retain  more  customers   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Real-­‐9me  Feedback/   Updates/No9fica9ons   Countdown   Poll   Vote   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Freemium   Leaderboard   Progress  Bar   Survivor   Survival   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Collabora7on   q Ownership   q Accomplish-­‐            ment   Customer/Job  To  Get  Done/BUMP:  Professionals/Recruiters/Marketers/Adver)sers     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Game  Mechanisms  (Features)                    Customer  Gamifica1on  Pyramid  for                 To  entertainingly  and  effec1vely  engage,   acquire,  and  retain  more  customers   Compe77on   Profile   Views   E:  EMOTIONAL  Happiness   No.  of   Connec9ons   Networking/Linking   Endorse   Like   Share   Comment   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   Real-­‐9me  Feedback/   Updates/No9fica9ons   Countdown   Poll   Vote   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Freemium   Leaderboard   Progress  Bar   Intrinsic  Mo9va9on   Achiever   q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment   Customer/Job  To  Get  Done/BUMP:  Professionals/Recruiters/Marketers/Adver)sers     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Game  Mechanisms  (Features)                    Customer  Gamifica1on  Pyramid  for                 To  entertainingly  and  effec1vely  engage,   acquire,  and  retain  more  customers   Personalize   Influencers   Flag   Profile   Views   Achiever   Compe77on   E:  EMOTIONAL  Happiness   No.  of   Connec9ons   Networking/Linking   Endorse   Like   Share   Comment   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   Real-­‐9me  Feedback/   Updates/No9fica9ons   Countdown   Poll   Vote   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Freemium   Leaderboard   Progress  Bar   Intrinsic  Mo9va9on   Status/Reputa9on   q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment   Customer/Job  To  Get  Done/BUMP:  Professionals/Recruiters/Marketers/Adver)sers     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • HAPPINESS  TRADE-­‐OFF  MAP  FOR     Big  Urgent  Market  Problem  (BUMP):  Professionals  around  the  world  are  not  connected  and  are  working  inefficiently   Job  To  Get  Done  (Market/Goal/Mo9va9on):  Connect  the  world’s  professionals  to  make  them  more  produc7ve  and  successful   Ideal  Final  Result  (IFR):  Insanely  Great  Experience  (Happiness)  or  Ideal  Minimum  Viable  Game  (MVG)   (+):  DELIGHT:    Learning  (Discovery)     High   (10)   BLUE  OCEAN   GAMIFICATION   STRATEGY/   GAMES   RED  OCEAN   GAMIFICATION   STRATEGY/   GAMES   Low   (1)   Low   (1)   (-­‐):  PAIN:  Boredom   High   (10)  
  • HAPPINESS  TRADE-­‐OFF  MAP  FOR     Big  Urgent  Market  Problem  (BUMP):  Professionals  around  the  world  are  not  connected  and  are  working  inefficiently   Job  To  Get  Done  (Market/Goal/Mo9va9on):  Connect  the  world’s  professionals  to  make  them  more  produc7ve  and  successful   Ideal  Final  Result  (IFR):  Insanely  Great  Experience  (Happiness)  or  Ideal  Minimum  Viable  Game  (MVG)   (+):  DELIGHT:    Learning  (Discovery)     High   (10)   BLUE  OCEAN   GAMIFICATION   STRATEGY/   GAMES   RED  OCEAN   GAMIFICATION   STRATEGY/   GAMES   Low   (1)   Low   (1)   (-­‐):  PAIN:  Boredom   High   (10)  
  • 3P-­‐BUSINESS  MODEL  GAMEBOARD   Level    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   P:  PROVIDER’S   HAPPINESS   MODEL   delivers   requires   P:  PLAYER’S   HAPPINESS   MODEL   drives   requires   P:  PERFORMANCE   HAPPINESS   MODEL     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Level   3P-­‐BUSINESS  MODEL  GAMEBOARD    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   P:  PROVIDER’S   HAPPINESS   MODEL   delivers   requires   Inputs/Partners   q Content  Providers   q Slideshare   q Pulse   q Equix   Internal  Resources   q Staff   q Brand;  IP   q IT  Plaporm/Infrastructure   Gamified  Processes/Ac1v.   q  Recruitment  &  Training  Gam.   q  Product/Service  Gamifica9on   q  Marke9ng/Sales/Branding  Gam   q  Business  Model  Gamifica9on   P:  PLAYER’S   HAPPINESS   MODEL   drives   requires   Gamified  Product/Service;   Value  Proposi1on   q Connect  the  world’s  pro-­‐ fessionals  to  make  them  more   produc7ve  and  successful   Gamified  Channels  &   Rela1onships   P:  PERFORMANCE   HAPPINESS   MODEL   Cost  (Pain)   q Product  Development   q IT  Plaporm   q Marke9ng  &  Sales   q Admin   Revenue  (Delight)   q Linkedin.com   q Field  Sales  Force   q Paid  Membership   q Ads:  Job/Visual/Text   q Recruitment  Services     Player/Gamer/Customer/   Gamified  Job-­‐To-­‐Get-­‐Done   PERFORMANCE   (PROFIT;  VALUE)   q Professional/Recruiter/   Marketers/Adver9sers   q Player’s  Hierarchy  of  Jobs   q E:  Engagement   q A:  Acquisi9on   q R:  Reten9on  (Loyalty)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Level   3P-­‐BUSINESS  MODEL  GAMEBOARD    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   Inputs/Partners   q Content  Providers   q Slideshare   q Pulse   q Equix   require(s)   affect(s)   Internal  Resources   q Staff   q Brand;  IP   q IT  Plaporm/Infrastructure   require(s)   deliver(s)   Gamified  Processes/Ac1v.   q  Recruitment  &  Training  Gam.   q  Product/Service  Gamifica9on   q  Marke9ng/Sales/Branding  Gam   q  Business  Model  Gamifica9on   requires   Gamified  Product/Service;   Value  Proposi1on   q Connect  the  world’s  pro-­‐ fessionals  to  make  them  more   produc7ve  and  successful   require(s)   delight(s)   Gamified  Channels  &   Rela1onships   q Linkedin.com   q Field  Sales  Force   require(s)   P:  PERFORMANCE   HAPPINESS   MODEL   delight(s)   Player/Gamer/Customer/   Gamified  Job-­‐To-­‐Get-­‐Done   q Professional/Recruiter/   Marketers/Adver9sers   q Player’s  Hierarchy  of  Jobs   Cost  (Pain)   requires   q Product  Development   q IT  Plaporm   q Marke9ng  &  Sales   q Admin   Revenue  (Delight)   q Paid  Membership   q Ads:  Job/Visual/Text   q Recruitment  Services     drive(s)   requires   drives   P:  PLAYER’S   HAPPINESS   MODEL   (Problem-­‐Solu9on  Fit;  Product-­‐Market  Fit)   delivers   P:  PROVIDER’S   HAPPINESS   MODEL   delights   PERFORMANCE   (PROFIT;  VALUE)   q E:  Engagement   q A:  Acquisi9on   q R:  Reten9on  (Loyalty)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Level   3P-­‐BUSINESS  MODEL  GAMEBOARD    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   q Content  Providers   q Slideshare   q Pulse   q Equix   require(s)   affect(s)   Internal  Resources   q Staff   q Brand;  IP   q IT  Plaporm/Infrastructure   require(s)   deliver(s)   Gamified  Processes/Ac1v.   q  Recruitment  &  Training  Gam.   q  Product/Service  Gamifica9on   q  Marke9ng/Sales/Branding  Gam   q  Business  Model  Gamifica9on   requires   Gamified  Product/Service;   Value  Proposi1on   q Connect  the  world’s  pro-­‐ fessionals  to  make  them  more   produc7ve  and  successful   Cost  (Pain)   requires   gamified    E.A.R.  mechanisms   require(s)   delight(s)   Gamified  Channels  &   Rela1onships   q Linkedin.com   q Field  Sales  Force   gamified    E.A.R.  mechanisms   require(s)   delight(s)   Player/Gamer/Customer/   Gamified  Job-­‐To-­‐Get-­‐Done   q Professional/Recruiter/   Marketers/Adver9sers   q Player’s  Hierarchy  of  Jobs   q Product  Development   q IT  Plaporm   q Marke9ng  &  Sales   q Admin   Revenue  (Delight)   q Paid  Membership   q Ads:  Job/Visual/Text   q Recruitment  Services     drive(s)   Inputs/Partners   P:  PERFORMANCE   HAPPINESS   MODEL   gamified    E.A.R.  mechanism(s)   requires   drives   P:  PLAYER’S   HAPPINESS   MODEL   (Problem-­‐Solu9on  Fit;  Product-­‐Market  Fit)   delivers   P:  PROVIDER’S   HAPPINESS   MODEL   delights   PERFORMANCE   (PROFIT;  VALUE)   q E:  Engagement   q A:  Acquisi9on   q R:  Reten9on  (Loyalty)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Level   3P-­‐BUSINESS  MODEL  GAMEBOARD:  Showing  the  Environment    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   Happiness  Crea)on:   PROVIDER   P:  PROVIDER’S   HAPPINESS   MODEL   Happiness  Delivery:   PLAYER   P:  PLAYER’S   HAPPINESS   MODEL   ENVIRONMENT   1 2 3 4 5 Happiness  Sharing  (Profit):   PERFORMANCE   P:  PERFORMANCE   HAPPINESS   MODEL     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Level   3P-­‐BUSINESS  MODEL  GAMEBOARD:  Showing  the  Global  Environment    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   1 2 3 4 5 Happiness  Crea)on:   PROVIDER   P:  PROVIDER’S   HAPPINESS   MODEL   Happiness  Delivery:   PLAYER   P:  PLAYER’S   HAPPINESS   MODEL   Happiness  Sharing  (Profit):   PERFORMANCE   P:  PERFORMANCE   HAPPINESS   MODEL   Macro-­‐Economic  Influencers  (MEI):  Global  Economy   Market  Ecosystem  (ME):  Demand   Industry  Ecosystem  (IE):  Supply   Key  Trends  &  Complementors  (KTC):  PESTLIED  (-­‐/+)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Level   3P-­‐BUSINESS  MODEL  GAMEBOARD:  Showing  the  Industry  Environment    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   1 2 3 4 5 Happiness  Crea)on:   PROVIDER   P:  PROVIDER’S   HAPPINESS   MODEL   Happiness  Delivery:   PLAYER   P:  PLAYER’S   HAPPINESS   MODEL   Happiness  Sharing  (Profit):   PERFORMANCE   P:  PERFORMANCE   HAPPINESS   MODEL   Threat  of  Subs1tute  Products  or  Services   Bargaining  Power  of  Customers   Bargaining  Power  of  Suppliers   Threat  of  New  Entrants     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Bonus  
  • Welcome  to   The  Happiness  Experience  Economy   (HEE)    
  • What  is  Gamifica1on?   Gamifica1on     Involves   Con7nuously  Using     Game  Mo1va1on  Mechanisms  (GMM)  to     Entertainingly  and  Profitably  Discover  as  well  as  Solve     Big  Urgent  Market  Problems  (BUMPs)   As  Well  As   Help  a  Player/Customer  to  Get  a  Cri9cal  Job  Done     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • What  is  Business  Model  Gamifica1on?   Business  Model  Gamifica1on     Involves     A  Con1nuous  Experiment   That  Uses   Game  Mo1va1on  Mechanisms  (GMM)  to       Entertainingly  and  Profitably  Create,  Deliver,  and  Share  Happiness   (Value)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Gamified  Problem  Solver:  8  BUILDING  BLOCKS  OF  A  GAME  OR  GAMIFIED  PROJECT     Big  Urgent  Market  Problem  (BUMP):  …………………………………………………………………………………………………………………..       Vision/Job  To  Get  Done/Mo)va)on:  ……………………………………………………………………………..……………………………………………………………   CHALLENGE:  QUEST/CONTEST             PLAYERS:  CAST/ACTORS/TEAM     SCOPE:  LEVEL/MISSION/GOAL     RESOURCES:  GEAR/PROPS/TOOLS     RULES:  MOVES/WIN/LOSS               ADDED  VALUE:  PRIZE/REWARD     DURATION                             TRIGGERS/MECHANICS/GMM                   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Gamified  Problem  Solver:  8  BUILDING  BLOCKS  OF  A  GAME  OR  GAMIFIED  PROJECT     Big  Urgent  Market  Problem  (BUMP):  …………………………………………………………………………………………………………………..       Vision/Job  To  Get  Done/Mo)va)on:  ……………………………………………………………………………..……………………………………………………………   CHALLENGE:  QUEST/CONTEST             PLAYERS:  CAST/ACTORS/TEAM     SCOPE:  LEVEL/MISSION/GOAL     RULES:  MOVES/WIN/LOSS     PLAYER’S  JOURNEY  (PHASES)   q  Discovery  (for  Prospec7ve  Players)   q  Onboarding  (for  Beginners/Novices)   q  Scaffolding  (for  Regulars)   q  Endgame  (for  Experts)   ADDED  VALUE:  PRIZE/REWARD     DURATION                   RESOURCES:  GEAR/PROPS/TOOLS               TRIGGERS/MECHANICS/GMM     q  q  q  q  q  q  Real-­‐9me  No9fica9ons;  Updates   Progress  Bar;  Timer  (Countdown)   Points;  Bonuses;  Ribbons;  Penal9es   Badges;  Creden9als;  Trophies;  Status   Leaderboards;  Rankings;  Levels   Gios;  Goods;  Praise;  Endorsements     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • Gamified  Products,  Services,  and  Business  Models   Should  Be  C.A.R.E.F.U.L.   C   Compelling   A   Addic9ve   R   Rewarding   E   Exci9ng   F   Func9onal   U   Unique   L   Lighthearted     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • C.A.R.E.F.U.L.  Game  Scorecard   Profitably  Create,  Deliver,  and  Share  Happiness   Ideal  Gamified  Object   (Product/Service/ Business  Model)   C:  Compelling   10   L:   Lighthearted   8   6   A:  Addic9ve   4   2   0   U:  Unique   F:  Func9onal   R:  Rewarding   E:  Exci9ng     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • The  Evolu9on  of  Business  Model  Gamifica1on   3   2   Where  must  we  go?   1   Where  currently  are  we?   Business  Model   DOCUMENTATION     Serious   Business  Model   INNOVATION   How  should  we  get  there?   Gamified   Business  Model   INNOVATION     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • The  Ul1mate  Purpose  of   Business  Model  Gamifica1on   Is  to   Profitably  Create,  Deliver,  and  Share   Happiness  
  • Every  Job,  Process,  and  Product   Will  Eventually  Be  Gamified  
  • Our  Des1ny   Is  To  Be   Infinitely  Happy