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Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
Thinking Gamification for Product Managers
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Thinking Gamification for Product Managers

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  • 1. THINKING GAMIFICATION FOR PRODUCT MANAGERS - BY HRISHIKESH KUNTE, MBA UCBERKELEY, GAP, CPM, GAMIFICATION EXPERT E:HRISHIKESHKUNTE@GMAIL.COM COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 2. WHAT EXACTLY IS GAMIFICATION? A BUZZ WORD? JUST ANOTHER NEW TERM? A FAD? MAGIC WAND WHICH ADDS FUN? OR IS IT CREATING A GAME? COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 3. SCIENTIFICALLY GAMIFICATION IS THE USE OF GAME THINKING AND GAME MECHANICS IN A NON-GAME CONTEXT TO ENGAGE USERS AND SOLVE PROBLEMS COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 4. SCIENTIFICALLY GAMIFICATION IS THE USE OF GAME THINKING AND GAME MECHANICS IN A NON-GAME CONTEXT TO ENGAGE USERS AND SOLVE PROBLEMS COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 5. SCIENTIFICALLY GAMIFICATION IS THE USE OF GAME THINKING AND GAME MECHANICS IN A NON-GAME CONTEXT TO ENGAGE USERS AND SOLVE PROBLEMS COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 6. GAME DESIGN ELEMENTS GAME MECHANICS 100 PTS POINTS Drive, measure, & reward high value behaviors with smart gamification LEVELS COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 7. GAME DESIGN ELEMENTS REPUTATION MECHANICS LEADERBOARDS Elevate user status across all your communities of engagement BADGES COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 8. GAME DESIGN ELEMENTS SOCIAL MECHANICS FEEDBACK Socialize, recommend, and notify users about contextually rich behaviors CHALLENGES COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 9. LEADS TO SAPS STATUS ACCESS POWER STUFF COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 10. GETTING STARTED 1. PROVIDE REWARDS 2. IMPLEMENT PROGRESS BAR 3. USE VIRTUAL CURRENCY 4. PIT THE PLAYERS AGAINST EACH OTHER COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 11. CORE GAME ENGAGEMENT LOOP ENGAGEMENT MOTIVATION COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 12. PLAY GAMES COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 13. SIMPLY PUT COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 14. GAME = STORY INTERMISSION START END FILM STORY COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 15. PRODUCT = STORY BECAUSE : GAME = STORY GAME = PRODUCT PRODUCT = STORY COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 16. PRODUCT MANAGER = STORY TELLER COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 17. WHERE PRODUCT LACK ? GAME PRODUCT USERS PLAYER RULES ACTIONS ACTIONS PERFORMANCE PERFORMANCE SKILLS -> TIME GOALS GOALS COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 18. WHAT IF? COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 19. 8 CORE GAME PRINCIPLES A PRODUCT MANAGER SHOULD CONSIDER COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 20. 1.KNOW YOUR TARGET AUDIENCE COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 21. PLAYER TYPES KILLERS' ACHIEVERS) Engaged'by:' Leaderboards,"Ranking," Compe77on,"Power" ) Defined)by:) A""focus"on"a*aining" status"and"achieving" preset"goals"quickly"and/ or"preset"goals." ) Engaged)by:) Achievements,"Pursuit"of" Excellence" SOCIALITES) EXPLORERS( ' Defined'by:' A"focus"on"winning,"rank" and"direct"P2P" compe77on." ' ' ! Defined)by:) A!focus!on!socializing! and!a!drive!to!develop!a! network!of!friends!and! contacts.! ! Engaged)by:)) Info8feeds,!Friends,!Chat,! Rela>onships! ( Defined(by:( A"focus"on"exploring"and"a" drive"to"discover"the" unknown." ( Engaged(by:( Discovery,"Obtaining" Knowledge" " COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 22. 2.EASY TO ONBOARD,HARDER TO MASTER COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 23. 3.BREAK MONOTONY COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 24. MASTERY PRO HABIT-BUILDING INTERMEDIATE ON-BOARDING NEWBIE 4. DESIGN FOR 3 STAGES OF USER LIFE CYCLES COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 25. BUILD FUN IN THE CORE ACTIVITY LOOP 5.DESIGN FOR PERSONAL + SOCIAL NEEDS COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 26. POSITIVE EMOTIONS RELATIONSHIP MEANING ACCOMPLISHMENT 6.FEEDBACK N PROGRESSIVE GOALS COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 27. 7.DESIGN FOR ENGAGEMENT/FLOW COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 28. THE FLOW COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 29. HUMAN TEMPERAMENTS COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 30. 8.INTRINSIC VS EXTRINSIC MOTIVATION COPYRIGHTS HRISHIKESH ANIL KUNTE
  • 31. THANK YOU HRISHIKESH KUNTE E:HRISHIKESHKUNTE@GMAIL.COM P.S. GAMIFICATION IS GOOD ONLY IF ITS A SUSTAINED EFFORT IN ORDER TO SOLVE A PROBLEM COPYRIGHTS HRISHIKESH ANIL KUNTE

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