Enterprise Gamification
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My Keynote @Digital Accademia (http://www.digitalaccademia.com/)

My Keynote @Digital Accademia (http://www.digitalaccademia.com/)

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Enterprise Gamification Presentation Transcript

  • 1. ENTERPRISE GAMIFICATION@stefanomizzella
  • 2. Stefano Mizzella PhD, Social Media Strategist @OpenKnowledgewww.socialmediascape.org
  • 3. Marketing Communication InnovationGame Design Social Business Design Collaboration Learning Sales
  • 4. GAMEFUL DESIGN
  • 5. GAMEAgent of Disruption
  • 6. How can I Empower my Employees?
  • 7. #FUN #WORK
  • 8. #FUN #WORK
  • 9. #FUN #WORK
  • 10. If you cant measure it , you cant play it
  • 11. Not everything that can be counted counts,and not everything that counts can becounted. - Albert Einstein
  • 12. EUSTRESSGames are unnecessary obstacleswe volunteer to tackle -Bernard Suits
  • 13. The Psychological side of Gamification Highmotivating behavior Trigger Anxiety EL Challenges y N or AN Motivation t jec H l tra C ra W av io F LO h be Boredom boring Low behavior difficult Ability simple Low Skills High behavior behavior Based on the BJ Foggs Behavior Model Based on the Mihály Csíkszentmihályis Flow Theory
  • 14. BE IN THE FLOW, BE IN THE ZONE
  • 15. EXTRINSIC motivation Points, Badges, Money VERSUSINTRINSIC motivation Status, Reputation, Better Work, Better Company
  • 16. We dont need no stinkin badges! -Jane McGonigal
  • 17. 1 POINTIFICATION Points, leaderboards, badges & crossed fingers2 GAMIFICATION Game mechanics & dynamics to solve problems and engage users3 GAMEFUL DESIGN Platforms and experiences that empower players to have the spirit of the gamer in real life.
  • 18. MOTIVATIONS ACTIONS CHALLENGE REPUTATION IMPROVEMENTES REWARDS COLLABORATIVE GAME ENVIRONMENT
  • 19. COLLABORATION
  • 20. INFORMAL CONNECTIONS COLLABORATIVE TASKS MISSIONS TO COMPLETE AGILE COLLABORATION PEER VALIDATION MERITOCRACY
  • 21. NITRO for JIVE Nitro for Jive gives users a set of missions to complete, each of which exposes them to a critical piece of functionality within the Jive platform. Users earn points and unlock badges for using and mastering these pieces of functionality, and “level up” when they hit key milestones. Social elements like high score tables, newsfeeds, and the ability to display and share your status, drive friendly competition and collaboration among the user base. -Bunchball
  • 22. Salesforce Motivation A new menu item labeled Nitro provides key elements in gamification: points, badges, levels, leader boards, and real-time feedback mechanisms.
  • 23. Rypple Rypple is a cloud-based social performance management platform built for coaching people to achieve their goals, giving meaningful recognition and providing real-time feedback.
  • 24. RedCritter: Agile Project Management With RedCritter Tracker youll earn badges and rewards for completing notable tasks. Your badges are displayed prominently on your profile. You can spend your reward points on perks in your companys Rewards Store.
  • 25. SAP: Race to 1000 Series Instead of simply displaying the number of closed deals for each region for every period as bar or pie chart, this app races you through the data. It’s the gamification of sales analytics (Enterprise- Gamification.com).
  • 26. giffgaff spread/recruit program “If you do something for us well say thanks and give you payback cash. Find a new member or help a giffgaffer in the community and well give you giffgaff payback points”.
  • 27. INNOVATION
  • 28. OPEN INNOVATION IDEA MANAGEMENT CO-DESIGN PREDICTION MARKETS NEW BUSINESS MODELSINCREMENTAL/DISRUPTIVE
  • 29. From big ideas, like healthier morning and food optionsand bold coffee discussions, to smaller initiatives suchas a "reusable cold cup", in just a few short months MyStarbucks Idea has become a major force in helpingdirect the future of the company (Grondswell).
  • 30. Scottish Water is a public entity, a subsidiary of the Scottish government, which manages the infrastructure related to the distribution of water and collection of waste water throughout Scotland. It has 3.700 resources in its employ.A platform to extend and amplify employees participation in a company’s creative process
  • 31. Implicit incentive mechanisms (reputation, visibility, status) Explicit incentives (no real money, “just” a virtual currency)9 months from the launch, the Innovation Pool counts 750 users and has generated over 330 new ideasand/or suggestions for improvement. Out of those, 7 have already been validated and implemented undertight deadlines. The sites receives on average about 10 posts (ideas, votes, comments) per day.
  • 32. Crowdsourcing/co-creation (users create projects, try to get support)+ open innovation (the partnership between Lego and Cuusoo).
  • 33. Spigit FaceOff FaceOff allows consumers to contribute and vote on ideas that they’d like their favorite brands to pursue, and identifies ideas with the top potential for further development.
  • 34. The Fiat Mio Project started in August 2009. Fiatlaunched the website inviting people to help create a carfor the future, and design the worlds first crowdsourcedcar.
  • 35. USER-DRIVEN Innovation Operatore 12:00 PM Titolo pagina http://www.dominio.com Google versusDESIGN-DRIVEN Innovation
  • 36. LEARNING
  • 37. COLLABORATIVE LEARNING INFORMAL LEARNING LEARNING COMMUNITIES IMMERSIVE EXPERIENCEPERSONAL / SOCIAL FLOW SERIOUS GAMES
  • 38. It teaches portion control and customer service in a cartoon-like simulation of a Cold Stone store.Players scoop cones against the clock and try to avoid serving too much ice cream. The company saysmore than 8,000 employees, or about 30% of the total, voluntarily downloaded the game in the firstweek. (Business Week)
  • 39. Through The Campaign for Nursings Future, Johnson & Johnson supports the nursingprofession and helps nursing students nationwide make the often difficult transition fromstudent to practicing nurse (Brandgames.com).
  • 40. An online portal connected to the cars dashboard lets drivers know how well theyre conservingenergy, compared with other drivers in the region. The most efficient drivers are given virtual bronze,silver, gold, and platinum medals (BusinessWeek).
  • 41. Pass It On! is an online game of chance where youre encouraged to think about some of lifesimportant choices and the potential benefits of planning ahead. Not only can you learn about lifeinsurance while playing, but you can also have a chance to win a $25,000 or $15,000 cash prize.
  • 42. SERIOUS GAMES
  • 43. "We think this will be a fun way for people to learn about what it means to operate a manufacturingplant, and at the same time, learn about what Siemens does here in the US" (Daryl Dulaney, CEO ofSiemens Industry).
  • 44. Players quickly see how practical process improvements can help meet profitability, customersatisfaction and environmental goals while addressing real problems faced by municipalities andbusinesses today. And when theyre done playing, they can compare scores with other players onglobal scoreboards.
  • 45. GAME FOR CHANGE
  • 46. GAMING can make a better COMPANY
  • 47. Zappos: delivering happiness An happy and gameful corporate culture is a powerful model for achieving success
  • 48. 3 THINGS TO RETHINK
  • 49. SOCIALBusinessCompany Customer
  • 50. COLLABORATIVEOrganization
  • 51. OPENLeadership
  • 52. Management Business Models Organizational Models GAME for Innovation ProcessesChange Internal Collaboration External Interaction Technology Governance Culture Mindset Ideas
  • 53. GAME OVER
  • 54. Stefano MizzellaPhD, Social Media Strategist @OpenKnowledge stefano.mizzella@gmail.com www.socialmediascape.org @stefanomizzella in/stefanomizzella