GWC14: Mario herger - "Enterprise Gamification And The Blue Collar Worker"

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Mario Herger presentation from his talk at Gamification World Congress 2014

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GWC14: Mario herger - "Enterprise Gamification And The Blue Collar Worker"

  1. 1. Mario Herger Enterprise Gamification And The Blue Collar Worker
  2. 2. Video gamer girl
  3. 3. Blue Collar Worker
  4. 4. Enduring value contradictions Homo faber Homo ludens Homo economicus
  5. 5. Values & Positive Identities Meaning Dignity Autonomy Camaraderie
  6. 6. Meaning
  7. 7. Dignity
  8. 8. Camaraderie
  9. 9. Camaraderie vs. Competition ① Competition is the opposite of collaboration ② Only a handful of people compete ③ Competition doesn’t last long ④ Competition disadvantages certain demographics ⑤ Competition leads to negative behaviors ⑥ Competition leads to administrative headaches ⑦ Only one person can win, but all others loose ⑧ Short term boost, long term damage
  10. 10. Autonomy or
  11. 11. Supervision
  12. 12. Engagement Crisis
  13. 13. Engagement Crisis
  14. 14. Happiness Happy employees ① are 2x as productive ② stay 5x longer in their jobs ③ are 6x more energized ④ take 10x less sick leave Happy workers ① help their colleagues 33% more than their least happy colleagues. ② raise issues that affect performance 46% more ③ achieve their goals 31% more often ④ are 36% more motivated
  15. 15. San Francisco Garbage Scavengers
  16. 16. Breaking the Monotony
  17. 17. Breaks
  18. 18. San Francisco Garbage Scavengers
  19. 19. Car assembly line Engine room Worker moving with tool & bolts Fastening first bolt with air tool Fastening last bolt with air tool Checking torque of first bolt with wrench Checking torque of last bolt with wrench Painting with marker to confirm that all bolts are correctly fastened
  20. 20. Sandwich preparer
  21. 21. Gamification Examples 78
  22. 22. Project Management
  23. 23. Lego™ Progress Bar
  24. 24. USS Hornet
  25. 25. Lamp
  26. 26. Gamification ① changes behaviors ② creates habits ③ gives feedback ④ teaches, engages, entertains, measures ⑤ cares about the player’s interests and motivations ⑥ allows the player to experience a gameful state ⑦ benefits the player ⑧ is not about competition ⑨ enables fun
  27. 27. Empathy
  28. 28. … empathizes with people by adding gameful experiences to work and life, helping them to fulfill their interests and motivations for the benefit of all involved parties. Homo faber, Homo ludens, and Homo economicus become one. Enterprise Gamification
  29. 29. Make work more fun! Shorthand Definition
  30. 30. Monkeys [Video]
  31. 31. Level Up Enterprise Gamification http://enterprise-gamification.com Enterprise Gamification Wiki http://enterprise-gamification.com/mediawiki Gamification Decision Engine http://www.enterprise-gamification.com:8083/ Octalysis http://octalysis.com/ mario.herger@gmail.com @mherger www.linkedin.com/in/marioherger/

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