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Gamification - Motivational Design - Engagement
Niels van der Linden
November 2015
GAMIFICATION = BADGES
WORK
Repetitive and Dull
Once a year
Contradictionary, Vague
Unclear
Unclear
Too much & Not Enough
Forbidden, Punished, Not Talked About
Hidden
Mid to Low
Accidental
GAME
Repetitive, but Fun
Constantly
GAMES versus WORK
source
Enterprise-gamification.com
Clear
Tasks
Feedback
Goals
Path to Mastery
Rules
Information
Failure
Status of Users
Autonomy
Obstacles
Clear
Clear & Transparent
Right Amount at Right Time
Expected & Encouraged
Transparent
High
On Purpose
BUSINESS
SOCIAL
SCIENCES
DESIGN
BUSINESS
SOCIAL
SCIENCES
DESIGN
Concept Map of Gamification
GAME
MOTIVATION
BEHAVIOR
BUSINESS
GOALS
DESIGN
LOOP
PERFORMANCE
FINANCIAL IMPACT OF INCREASED ENGAGEMENT
Low
Engagement
& Value
Medium
Engagement
& Value
High
Engagement
& Value
Moving 1% from one level
to the next level increase
revenue by
5%
Moving 5% would
increase revenue by
more than 20+%
value = 200 TL / year
value = 5 TL / year
value = 50 TL / year
1%
9%
90%
100.000 customers
90.000 x 5 = 450.000 TL
9.000 x 50 = 450.000 TL
1.000 x 200 = 200.000 TL
----------------------------------
1.1 million lira revenue
100.000 customers
89.100 x 5 = 445.500 TL
9.810 x 50 = 490.500 TL
1.090 x 200 = 218.000 TL
----------------------------------
1.154 million lira revenue
use case
fictional data
DESIRED VALUABLE
FEASIBLE
DESIRED
human
VALUABLE
business
FEASIBLE
technical
Behavior
Organization Design
TeamTasks
Role Tasks
Single Task
Single
Behavior
Levels of Gamification
Self-Determinaton Theory
source
Ryan and Deci, 2000
Levels of Gamification
Implicit (hidden) - - - - - - Explicit - - - - - - Game Like
Business
Objectives
Motivational
Drivers
Activity
Loops
Design
&
Develop
START
PROGRAM
(measure)
Actions &
Goals
ANALYSIS
ITERATE
ITERATE
Gamification = Design
ROLES IN A GAMIFIED EXPERIENCE
business
process
expert
product
designer
/manager
gamification
designer
domain
expert
I understand
engagement &
motivation
I also know the long
term impact and traps
I understand the
business, it’s processes
and the possible ways
to change them
I understand the
domain we’re applying
gamification to.
I know the KPIs and
the audience. I have
behavior data or know
how to collect it.
I understand how to
translate the needs and
gamification design into
a solution
RA
BUSINESS METRICS
source
Pirate Metrics // Dave McClure
A R R
Acquisition
You acquire the user
Activation
The user uses your
product/service
Retention
The user continues to use
your product/service
Referral
The user recommends
your product/service to
others
Revenue
The user pays for your
product/service
RELATED
● Data
● Analytics
● Big Data > Information > Insight
● Motivation
○ Personal Motivators
○ Social Motivators (in context & out of context)
● Quantified Self
○ Personal Development
○ Job Performance
● Engagement
○ Individuals
○ Groups > Team > Community Building
● Start > Continue > Finish
● Perform & Improve
● Reputation & Recognition
● Crowd Sourcing
● Design Approach: Measure, Learn, Iterate
MARKETING MIX
P
Product
Place
Price
Promotion
P
P
P
CLASSICAL B2C (PRODUCT)
MARKETING MIX
S
Solution
Access
Value
Education
A
V
E
source
Harvard Business Review 2013
B2B
MARKETING MIX
source
Type2Consulting
Product
Place
Price
Promo
Solution
Access
Value
Education
Continually improve features and functions.
Differentiation is based on technological
superiority relative to competitors.
Determine the location through which
customers find it most convenient to
purchase.
Identify appropriate distribution partners,
wholesales, and middlemen.
Set price relative to competitors, cost to
produce and profit margin required.
Manage the real and percieve price the
customer pays.
Communicate the full range of product
features and functions.
Ensure the message’s reach through
advertising, publicity, and personal selling.
Define offerings in terms of the current and
emerging needs they meet.
Differentiation is based on the relevance of
the offerings to the specific needs of
customers
Consider the customer’s entire purchase
journey: how and where they access the
solution, take delivery, and incorporate it
into their value chains.
Develop an integrated, cross-channel
presence.
Understand the role that the solution plays
in increasing the customer’s business
effectiveness.
Articulate the full range of benefits provided
relative to the price.
Develop a program to provide relevant
information to customers at each point in
the purchase cycle.
Focus communication on the customer’s
needs and required benefits, not the full
range of product features and functionality.
Gamification
The use of game design thinking within a non-game
environment to engage people, motivate action,
promote learning and solve problems.
Gamification - Motivational Design - Engagement
@dtdid
Niels van der Linden
niels@actapi.com
www.actapi.com
www.oyunlastirma.co
Thank You!Thank You!

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Act api marketing-gamification-bau201511

  • 1. Gamification - Motivational Design - Engagement Niels van der Linden November 2015
  • 3. WORK Repetitive and Dull Once a year Contradictionary, Vague Unclear Unclear Too much & Not Enough Forbidden, Punished, Not Talked About Hidden Mid to Low Accidental GAME Repetitive, but Fun Constantly GAMES versus WORK source Enterprise-gamification.com Clear Tasks Feedback Goals Path to Mastery Rules Information Failure Status of Users Autonomy Obstacles Clear Clear & Transparent Right Amount at Right Time Expected & Encouraged Transparent High On Purpose
  • 4. BUSINESS SOCIAL SCIENCES DESIGN BUSINESS SOCIAL SCIENCES DESIGN Concept Map of Gamification GAME MOTIVATION BEHAVIOR BUSINESS GOALS DESIGN LOOP PERFORMANCE
  • 5. FINANCIAL IMPACT OF INCREASED ENGAGEMENT Low Engagement & Value Medium Engagement & Value High Engagement & Value Moving 1% from one level to the next level increase revenue by 5% Moving 5% would increase revenue by more than 20+% value = 200 TL / year value = 5 TL / year value = 50 TL / year 1% 9% 90% 100.000 customers 90.000 x 5 = 450.000 TL 9.000 x 50 = 450.000 TL 1.000 x 200 = 200.000 TL ---------------------------------- 1.1 million lira revenue 100.000 customers 89.100 x 5 = 445.500 TL 9.810 x 50 = 490.500 TL 1.090 x 200 = 218.000 TL ---------------------------------- 1.154 million lira revenue use case fictional data
  • 7. Organization Design TeamTasks Role Tasks Single Task Single Behavior Levels of Gamification
  • 9.
  • 10. Levels of Gamification Implicit (hidden) - - - - - - Explicit - - - - - - Game Like
  • 11.
  • 13. ROLES IN A GAMIFIED EXPERIENCE business process expert product designer /manager gamification designer domain expert I understand engagement & motivation I also know the long term impact and traps I understand the business, it’s processes and the possible ways to change them I understand the domain we’re applying gamification to. I know the KPIs and the audience. I have behavior data or know how to collect it. I understand how to translate the needs and gamification design into a solution
  • 14. RA BUSINESS METRICS source Pirate Metrics // Dave McClure A R R Acquisition You acquire the user Activation The user uses your product/service Retention The user continues to use your product/service Referral The user recommends your product/service to others Revenue The user pays for your product/service
  • 15. RELATED ● Data ● Analytics ● Big Data > Information > Insight ● Motivation ○ Personal Motivators ○ Social Motivators (in context & out of context) ● Quantified Self ○ Personal Development ○ Job Performance ● Engagement ○ Individuals ○ Groups > Team > Community Building ● Start > Continue > Finish ● Perform & Improve ● Reputation & Recognition ● Crowd Sourcing ● Design Approach: Measure, Learn, Iterate
  • 18. MARKETING MIX source Type2Consulting Product Place Price Promo Solution Access Value Education Continually improve features and functions. Differentiation is based on technological superiority relative to competitors. Determine the location through which customers find it most convenient to purchase. Identify appropriate distribution partners, wholesales, and middlemen. Set price relative to competitors, cost to produce and profit margin required. Manage the real and percieve price the customer pays. Communicate the full range of product features and functions. Ensure the message’s reach through advertising, publicity, and personal selling. Define offerings in terms of the current and emerging needs they meet. Differentiation is based on the relevance of the offerings to the specific needs of customers Consider the customer’s entire purchase journey: how and where they access the solution, take delivery, and incorporate it into their value chains. Develop an integrated, cross-channel presence. Understand the role that the solution plays in increasing the customer’s business effectiveness. Articulate the full range of benefits provided relative to the price. Develop a program to provide relevant information to customers at each point in the purchase cycle. Focus communication on the customer’s needs and required benefits, not the full range of product features and functionality.
  • 19. Gamification The use of game design thinking within a non-game environment to engage people, motivate action, promote learning and solve problems.
  • 20. Gamification - Motivational Design - Engagement @dtdid Niels van der Linden niels@actapi.com www.actapi.com www.oyunlastirma.co Thank You!Thank You!