The Future of Wellness Training - Gamification with Claire Herring

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The Future of Wellness Training - Gamification with Claire Herring

  1. 1. The GamificationOf WellnessApril18,2013Presenter: ClaireG.Herring
  2. 2. Is Gaming a Fad?No.When Atys was king ofLydia in Asia Minor 3000years ago….
  3. 3. Gaming Facts69% of heads of household play computer or video games97% of children play computer and video games40% of gamers are womenThe average gamer is 35years old and has beenplaying games for 12 years.
  4. 4. What is Gamification?A technique designed to engage and motivatepeople to learn new information and solveproblems.
  5. 5. An Incomplete History of Gamification1937 1984 2007 2009B.F. Skinner’ssystem of operantconditioningCharles Coonradt“Grandfather ofGamification”Created andreleased in Japan.22 million soldworldwide.Local commerce,social-networkingapplication
  6. 6. Why Gamification? What are the Pain Points?• Lack of Employee/Consumer Engagement• Lack of Knowledge Transfer• Lack of Behavior Changes
  7. 7. Just Around the Corner70% of Global 2000Companies will useGamification Solutionsby 2015Gartner Inc., 2012.
  8. 8. The Gamification of Wellness Today
  9. 9. But the Bigger News is…80% of Current GamifiedApplications Will Fail to MeetBusiness Objectives Dueto Poor DesignGartner Inc., 2012.
  10. 10. Game Design is Tricky• Lots of Ways to “Get it Wrong”• Mismatching incentives with irrelevant behaviors• Over-doing gaming• Leaving loop-holesPoorly-designed reward systems cancheapen the learning experience
  11. 11. Wellness Training Now and in the FuturePresentFutureFormal corporate wellness programsWellness is primarily physical wellnessLMS of wellness information, newsletters…Culture shift to lifestyle wellnessMental wellness goes mainstreamGamified, self directed, informallearning opportunities
  12. 12. Designing for Success1. What’s the objective?2. How much time are you being given to train?3. Where do your users work (on-the-go, sitting)?4. How will you measure success?
  13. 13. 5 Elements of Great Games1. Self-representation with avatars2. Offers feedback3. Competitive features4. Time Pressure5. Social interaction
  14. 14. Using Science to Design a BetterTraining Application• 70% of all new learning occurs informally.• Extrinsic motivation doesn’t necessarily work.• People can retain about 4 new pieces of information.• Novel activities improve recall and knowledgetransfer.• Coupling pictures with facts improves retention.• Visual thinking speeds problem solving.
  15. 15. Gamifying - Build versus Buy• Cost• Core Competency• Resources• Timing
  16. 16. Questions and DiscussionThank You!Claire HerringClaire.Herring@BlueOceanBrain.com

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