GSummit SF 2014 - Scrum Hero: The Gamification of Scrum by Todd Deery

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  • Put quotes from slide 20 and 21 together.
  • James Paul Gee’s notion of Situated Learning
    Also based on what your audience surveys tell you
  • Moving to a future where the GAME in Gamification gets bigger.
    Audiences grow more sophisticated, messages more important
    Actions more complex we need more games to engage and improve human behavior.
    Could give my Spanish learning example
  • Moving to a future where the GAME in Gamification gets bigger.
    Audiences grow more sophisticated, messages more important
    Actions more complex we need more games to engage and improve human behavior.
    Could give my Spanish learning example
  • GSummit SF 2014 - Scrum Hero: The Gamification of Scrum by Todd Deery

    1. 1. The Test Gamifying Game Development Scrum Hero
    2. 2. The addition of game mechanics onto the standard daily scrum. What is Scrum Hero?
    3. 3. • Development methodology popular in software and game development • Short, daily meetings • Work is broken up into manageable, identifiable task • Some kind of visual or digital board to track progress • Has a Scrum Master = Game Master • Scrum is not a game, it's a tool
    4. 4. Scrum Hero Version 1
    5. 5. • Tickets are awarded for every 2 hours of work & arriving on time • Is full fantasy-based role playing game • Characters & weapons leveled up • Goal is to improve productivity & morale
    6. 6. • Number of hours worked Measure Productivity Measure Effect On Morale & Culture • Number of tasks completed • Surveys • Anecdotal evidence
    7. 7. The Test • How were we going to measure it?
    8. 8. Used Scrum Hero Used Scrum No Dev Method
    9. 9. Grapple
    10. 10. Intrepid
    11. 11. Total Hours Worked (Average)
    12. 12. Post Scrum Hero Survey Post Scrum & Scrum Hero Survey
    13. 13. Scrum Vs. Scrum Hero Productivity Average # of Task Completed
    14. 14. Confounding Variables • Task Definition • Variable Methods for Inputting Data • Scrum vs. Scrum Hero Variability • Gamemaster Motivation
    15. 15. • “I don’t even care about Scrum without the Pokemon.” • “Pokescrum was what really caused our team dynamic to develop and to establish better relationships amongst team members. We would not have nearly as tight-knit a team without it.” • “Pokescrum is awesome.”
    16. 16. Survey Quotes • “Unfortunately, no one takes daily scrum seriously.” • “I’m too hardcore a gamer to take something treated with so little respect seriously. Ours had few rules, low organization and no real incentive.”
    17. 17. • Productivity Improved • Morale Improved Success depended on the motivation and effort of the Game Master!
    18. 18. The Takeaways 1. Goals, Then Game
    19. 19. • Those goals become messages & gameplay • Ian Bogost’s Persuasive Games • Procedural rhetoric • Know what you want to measure and why
    20. 20. • Involve players in creation of game • Survey them • Killers • Achievers • Socializers • Explorers • Give them meaningful choice • Paper or pixels?
    21. 21. Mastery Control Usability Contemplative Sensory Aesthetics Short-term Long-term Campaigns Interactions Balance Strategy Tactics Meaningful choices Rewards Interest Motivation
    22. 22. • Ensure goals are being met • Deal with emergent gameplay • Prevent griefing • Track data consistently
    23. 23. Game Cut
    24. 24. More GAME Less Ification
    25. 25. Todd Deery Email: tdeery@fiea.ucf.edu Twitter: @fiea Web site: www.scrumhero.co

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