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The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
The Future of Wellness Training - Gamification with Claire Herring
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The Future of Wellness Training - Gamification with Claire Herring

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  • 1. The GamificationOf WellnessApril18,2013Presenter: ClaireG.Herring
  • 2. Is Gaming a Fad?No.When Atys was king ofLydia in Asia Minor 3000years ago….
  • 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. What is Gamification?A technique designed to engage and motivatepeople to learn new information and solveproblems.
  • 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. Why Gamification? What are the Pain Points?• Lack of Employee/Consumer Engagement• Lack of Knowledge Transfer• Lack of Behavior Changes
  • 7. Just Around the Corner70% of Global 2000Companies will useGamification Solutionsby 2015Gartner Inc., 2012.
  • 8. The Gamification of Wellness Today
  • 9. But the Bigger News is…80% of Current GamifiedApplications Will Fail to MeetBusiness Objectives Dueto Poor DesignGartner Inc., 2012.
  • 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. 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. 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. 5 Elements of Great Games1. Self-representation with avatars2. Offers feedback3. Competitive features4. Time Pressure5. Social interaction
  • 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. Gamifying - Build versus Buy• Cost• Core Competency• Resources• Timing
  • 16. Questions and DiscussionThank You!Claire HerringClaire.Herring@BlueOceanBrain.com

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