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© 2013 Janaki Kumar All rights reserved

1

Gamification @ Work
Janaki Kumar | Design and Co-Innovation Center
2

© 2013 Janaki Kumar All rights reserved

Gamification is the
application of game
design principles and
mechanics to non-game
environments.
2013 Janaki Kumar All rights reserved

3

Speed Camera Lottery

Average speed reduced from 35 to 25 km/hr
2013 Janaki Kumar All rights reserved

4

Electric Vehicles
2013 Janaki Kumar All rights reserved

5

Nike +
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6

foursquare
7

Enterprise
software
runs business

2013 Janaki Kumar All rights reserved

Shop floor to
the top floor
Enterprise to
Individual

7
2013 Janaki Kumar All rights reserved

8

Can we mix the two?
2013 Janaki Kumar All rights reserved

9

“The opposite of play is not work,
it is depression”
– Brian Sutton-Smith
10

Gamification Trends

2011

2013

© 2013 Janaki Kumar All rights reserved

Sept 2011

Gamification Gets Down to Business

Oct 2011

Latest Game Theory: Mixing Work and Play
10
Reason 1 for growth of gamification

Changing nature of work.

© 2013 Janaki Kumar All rights reserved
Reason 2 for growth of gamification

Entry of digital natives.
© 2013 Janaki Kumar All rights reserved
Reason 3 for growth of Gamification

Technology – big data, social media and mobile
technology.

© 2013 Janaki Kumar All rights reserved
14

Gamification Trends

2011

2013

© 2013 Janaki Kumar All rights reserved

Nov 2012

by 2015, 40% of Global 1000 organizations will use
gamification as the primary mechanism to transform
business operations.
by 2014, 80% of current gamified applications will fail to
meet business objectives, primarily due to poor design
15

Would you want to play this game?
Score 100,000,000,000
You are #1 !

2013 Janaki Kumar All rights reserved

Each click earns 100,000 points

“Games give us unnecessary obstacles that we volunteer to tackle”
– Jane McGonigal
© 2013 Janaki Kumar All rights reserved

16
© 2013 Janaki Kumar All rights reserved

17

know your player
18

Multi-dimensional Player

© 2013 Janaki Kumar All rights reserved

 Professional goals
 Gender
 Generation
 Culture
 Player type
19

© 2013 Janaki Kumar All rights reserved

Professional Goals







Job title & role
Job description
Career goals
Pain-points
Aspirations
© 2013 Janaki Kumar All rights reserved

20

Gender
21

Generation

© 2013 Janaki Kumar All rights reserved

Generation X
 Hierarchy oriented
 Failure not allowed

Generation Y
 Grew up with videogames
 Expect immediate feedback
 Take risks and expect “epic
fail”
 10,000+ hours of
experience

The average gamer is 30 years of age and has been playing for 12 years.
68% of gamers are 18 years of age. Entertainment Software Association 2013 data
22

Culture
Individual
vs.

Group

© 2013 Janaki Kumar All rights reserved

Harmony
vs.

Competition
© 2013 Janaki Kumar All rights reserved

23
© 2013 Janaki Kumar All rights reserved

24
© 2013 Janaki Kumar All rights reserved

25

Identify the mission
© 2013 Janaki Kumar All rights reserved

26
© 2013 Janaki Kumar All rights reserved

27

Understand Motivation
© 2013 Janaki Kumar All rights reserved

28
29

© 2013 Janaki Kumar All rights reserved

Collecting

Motivational Drivers
A curated list
© 2013 Janaki Kumar All rights reserved

30

Connecting

Motivational Drivers
A curated list
© 2013 Janaki Kumar All rights reserved

31

Achievement

Motivational Drivers
A curated list
32

© 2013 Janaki Kumar All rights reserved

Feedback

Motivational Drivers
A curated list
© 2013 Janaki Kumar All rights reserved

33

Self Expression

Motivational Drivers
A curated list
© 2013 Janaki Kumar All rights reserved

34

Reciprocity

Motivational Drivers
A curated list
© 2013 Janaki Kumar All rights reserved

35

Source: Mihaly Csikszentmihalyi
Flow: The Psychology of Optimal Experience, 1991
Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, 1975
36

Motivational Drivers

© 2013 Janaki Kumar All rights reserved

A curated list

 Collecting
 Connecting
 Achievement
 Feedback
 Self expression
 Reciprocity
 Blissful Productivity
© 2013 Janaki Kumar All rights reserved

37

Apply Mechanics
38

Game Mechanics
Full list
Achievement

17.

Epic Meaning

33.

Progression Dynamic

2.

Appointment Dynamic

18.

Extinction

34.

Ratio Reward Schedules

3.

Avoidance

19.

Fixed Interval Rewards Schedules

35.

Real-time v. Delayed Mechanics

4.

Behavioral Contrast

20.

Fixed Ratio Rewards Schedule

36.

Reinforcer

5.

Behavioral Momentum

21.

Free Lunch

37.

Response

6.

Blissful Productivity

22.

Fun Once, Fun Always

38.

Reward Schedules

7.

Cascading Information Theory 23. Interval Reward Schedules

39.

Rolling Physical Goods

8.

Chain Schedules

24.

Lottery

40.

Shell Game

9.

Communal Discovery

25.

Loyalty

41.

Social Fabric of Games

10.

Companion Gaming

26.

Meta Game

42.

Status

11.

Contingency

27.

Micro Leader-board

43.

Urgent Optimism

12.

Countdown

28.

Modifiers

44.

Variable Interval Reward Sched.

13.
© 2013 Janaki Kumar All rights reserved

1.

29. Moral Hazard of Game Play
Cross Situational Leaderboards

45.

Variable Ratio Reward Schedule

14.

Disincentives

30.

Ownership

46.

Viral Game Mechanics

15.

Endless Games

31.

Pride

47.

Virtual Items

16.

Envy

32.

Privacy

Source:

http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
© 2013 Janaki Kumar All rights reserved

39

Points

Game mechanics
A curated list
© 2013 Janaki Kumar All rights reserved

40

Badges

Game mechanics
A curated list
© 2013 Janaki Kumar All rights reserved

41

Leaderboard

Game mechanics
A curated list
© 2013 Janaki Kumar All rights reserved

42

Rewards

Game mechanics
A curated list
43

© 2013 Janaki Kumar All rights reserved

Relationship

Game mechanics
A curated list
44

© 2013 Janaki Kumar All rights reserved

Challenge

Game mechanics
A curated list
45

Constraints with Urgent Optimism

© 2013 Janaki Kumar All rights reserved

Ends Wed 03/24 Midnight EST

Game mechanics
A curated list
46

Journey

© 2013 Janaki Kumar All rights reserved

Progress bar

Onboarding / scaffolding

Game mechanics
A curated list
47

© 2013 Janaki Kumar All rights reserved

Narrative

Game mechanics
A curated list
48

Emotion
esthetics

Humor

© 2013 Janaki Kumar All rights reserved

Humor

Game mechanics
A curated list
© 2013 Janaki Kumar All rights reserved

49
© 2013 Janaki Kumar All rights reserved

50
© 2013 Janaki Kumar All rights reserved

51
© 2013 Janaki Kumar All rights reserved

52
© 2013 Janaki Kumar All rights reserved

53

Gamification Examples
2013 Janaki Kumar All rights reserved

54

Gamification to change behavior
Gamification – Slalom One
Gamification – TrueOffice
Community – SAP SCN

© 2013 Janaki Kumar All rights reserved
59

Leveling up – Gamification Gurus
Gabe
Zichermann

Amy Jo Kim

Byron Reeves

Sebastian
Deterding

© 2013 Janaki Kumar All rights reserved

Jane
McGonigal

Jesse
Schell
© 2013 Janaki Kumar All rights reserved

60

Leveling up – Books
61

Leveling up – Book
Gamification at Work
Designing Engaging Business

© 2013 Janaki Kumar All rights reserved

Janaki Kumar

Mario Herger

Preview on InteractionDesign.org
Buy on Amazon
Summary
Gamification is now business relevant
It is not easy to do gamification right
Introducing Player Centered Design:
... Know your player
... Identify your mission

... Understand motivation
…Apply Mechanics
…Manage, Monitor and Measure
Thank you!
Janaki Kumar | @janakikumar | http://gamificationatwork.org/

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Gamification at work

  • 1. © 2013 Janaki Kumar All rights reserved 1 Gamification @ Work Janaki Kumar | Design and Co-Innovation Center
  • 2. 2 © 2013 Janaki Kumar All rights reserved Gamification is the application of game design principles and mechanics to non-game environments.
  • 3. 2013 Janaki Kumar All rights reserved 3 Speed Camera Lottery Average speed reduced from 35 to 25 km/hr
  • 4. 2013 Janaki Kumar All rights reserved 4 Electric Vehicles
  • 5. 2013 Janaki Kumar All rights reserved 5 Nike +
  • 6. 2013 Janaki Kumar All rights reserved 6 foursquare
  • 7. 7 Enterprise software runs business 2013 Janaki Kumar All rights reserved Shop floor to the top floor Enterprise to Individual 7
  • 8. 2013 Janaki Kumar All rights reserved 8 Can we mix the two?
  • 9. 2013 Janaki Kumar All rights reserved 9 “The opposite of play is not work, it is depression” – Brian Sutton-Smith
  • 10. 10 Gamification Trends 2011 2013 © 2013 Janaki Kumar All rights reserved Sept 2011 Gamification Gets Down to Business Oct 2011 Latest Game Theory: Mixing Work and Play 10
  • 11. Reason 1 for growth of gamification Changing nature of work. © 2013 Janaki Kumar All rights reserved
  • 12. Reason 2 for growth of gamification Entry of digital natives. © 2013 Janaki Kumar All rights reserved
  • 13. Reason 3 for growth of Gamification Technology – big data, social media and mobile technology. © 2013 Janaki Kumar All rights reserved
  • 14. 14 Gamification Trends 2011 2013 © 2013 Janaki Kumar All rights reserved Nov 2012 by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations. by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design
  • 15. 15 Would you want to play this game? Score 100,000,000,000 You are #1 ! 2013 Janaki Kumar All rights reserved Each click earns 100,000 points “Games give us unnecessary obstacles that we volunteer to tackle” – Jane McGonigal
  • 16. © 2013 Janaki Kumar All rights reserved 16
  • 17. © 2013 Janaki Kumar All rights reserved 17 know your player
  • 18. 18 Multi-dimensional Player © 2013 Janaki Kumar All rights reserved  Professional goals  Gender  Generation  Culture  Player type
  • 19. 19 © 2013 Janaki Kumar All rights reserved Professional Goals      Job title & role Job description Career goals Pain-points Aspirations
  • 20. © 2013 Janaki Kumar All rights reserved 20 Gender
  • 21. 21 Generation © 2013 Janaki Kumar All rights reserved Generation X  Hierarchy oriented  Failure not allowed Generation Y  Grew up with videogames  Expect immediate feedback  Take risks and expect “epic fail”  10,000+ hours of experience The average gamer is 30 years of age and has been playing for 12 years. 68% of gamers are 18 years of age. Entertainment Software Association 2013 data
  • 22. 22 Culture Individual vs. Group © 2013 Janaki Kumar All rights reserved Harmony vs. Competition
  • 23. © 2013 Janaki Kumar All rights reserved 23
  • 24. © 2013 Janaki Kumar All rights reserved 24
  • 25. © 2013 Janaki Kumar All rights reserved 25 Identify the mission
  • 26. © 2013 Janaki Kumar All rights reserved 26
  • 27. © 2013 Janaki Kumar All rights reserved 27 Understand Motivation
  • 28. © 2013 Janaki Kumar All rights reserved 28
  • 29. 29 © 2013 Janaki Kumar All rights reserved Collecting Motivational Drivers A curated list
  • 30. © 2013 Janaki Kumar All rights reserved 30 Connecting Motivational Drivers A curated list
  • 31. © 2013 Janaki Kumar All rights reserved 31 Achievement Motivational Drivers A curated list
  • 32. 32 © 2013 Janaki Kumar All rights reserved Feedback Motivational Drivers A curated list
  • 33. © 2013 Janaki Kumar All rights reserved 33 Self Expression Motivational Drivers A curated list
  • 34. © 2013 Janaki Kumar All rights reserved 34 Reciprocity Motivational Drivers A curated list
  • 35. © 2013 Janaki Kumar All rights reserved 35 Source: Mihaly Csikszentmihalyi Flow: The Psychology of Optimal Experience, 1991 Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, 1975
  • 36. 36 Motivational Drivers © 2013 Janaki Kumar All rights reserved A curated list  Collecting  Connecting  Achievement  Feedback  Self expression  Reciprocity  Blissful Productivity
  • 37. © 2013 Janaki Kumar All rights reserved 37 Apply Mechanics
  • 38. 38 Game Mechanics Full list Achievement 17. Epic Meaning 33. Progression Dynamic 2. Appointment Dynamic 18. Extinction 34. Ratio Reward Schedules 3. Avoidance 19. Fixed Interval Rewards Schedules 35. Real-time v. Delayed Mechanics 4. Behavioral Contrast 20. Fixed Ratio Rewards Schedule 36. Reinforcer 5. Behavioral Momentum 21. Free Lunch 37. Response 6. Blissful Productivity 22. Fun Once, Fun Always 38. Reward Schedules 7. Cascading Information Theory 23. Interval Reward Schedules 39. Rolling Physical Goods 8. Chain Schedules 24. Lottery 40. Shell Game 9. Communal Discovery 25. Loyalty 41. Social Fabric of Games 10. Companion Gaming 26. Meta Game 42. Status 11. Contingency 27. Micro Leader-board 43. Urgent Optimism 12. Countdown 28. Modifiers 44. Variable Interval Reward Sched. 13. © 2013 Janaki Kumar All rights reserved 1. 29. Moral Hazard of Game Play Cross Situational Leaderboards 45. Variable Ratio Reward Schedule 14. Disincentives 30. Ownership 46. Viral Game Mechanics 15. Endless Games 31. Pride 47. Virtual Items 16. Envy 32. Privacy Source: http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
  • 39. © 2013 Janaki Kumar All rights reserved 39 Points Game mechanics A curated list
  • 40. © 2013 Janaki Kumar All rights reserved 40 Badges Game mechanics A curated list
  • 41. © 2013 Janaki Kumar All rights reserved 41 Leaderboard Game mechanics A curated list
  • 42. © 2013 Janaki Kumar All rights reserved 42 Rewards Game mechanics A curated list
  • 43. 43 © 2013 Janaki Kumar All rights reserved Relationship Game mechanics A curated list
  • 44. 44 © 2013 Janaki Kumar All rights reserved Challenge Game mechanics A curated list
  • 45. 45 Constraints with Urgent Optimism © 2013 Janaki Kumar All rights reserved Ends Wed 03/24 Midnight EST Game mechanics A curated list
  • 46. 46 Journey © 2013 Janaki Kumar All rights reserved Progress bar Onboarding / scaffolding Game mechanics A curated list
  • 47. 47 © 2013 Janaki Kumar All rights reserved Narrative Game mechanics A curated list
  • 48. 48 Emotion esthetics Humor © 2013 Janaki Kumar All rights reserved Humor Game mechanics A curated list
  • 49. © 2013 Janaki Kumar All rights reserved 49
  • 50. © 2013 Janaki Kumar All rights reserved 50
  • 51. © 2013 Janaki Kumar All rights reserved 51
  • 52. © 2013 Janaki Kumar All rights reserved 52
  • 53. © 2013 Janaki Kumar All rights reserved 53 Gamification Examples
  • 54. 2013 Janaki Kumar All rights reserved 54 Gamification to change behavior
  • 55.
  • 58. Community – SAP SCN © 2013 Janaki Kumar All rights reserved
  • 59. 59 Leveling up – Gamification Gurus Gabe Zichermann Amy Jo Kim Byron Reeves Sebastian Deterding © 2013 Janaki Kumar All rights reserved Jane McGonigal Jesse Schell
  • 60. © 2013 Janaki Kumar All rights reserved 60 Leveling up – Books
  • 61. 61 Leveling up – Book Gamification at Work Designing Engaging Business © 2013 Janaki Kumar All rights reserved Janaki Kumar Mario Herger Preview on InteractionDesign.org Buy on Amazon
  • 62. Summary Gamification is now business relevant It is not easy to do gamification right Introducing Player Centered Design: ... Know your player ... Identify your mission ... Understand motivation …Apply Mechanics …Manage, Monitor and Measure Thank you! Janaki Kumar | @janakikumar | http://gamificationatwork.org/

Editor's Notes

  1. If you type in Gamification in Google Trends this is the graph you will see. The term did not exist in our collective consciousness until late 2011.At this point there was a uptick in the interest in the term Gamification. There was a steady increase in 2012, and here we are in 2013.Gamification has been in the news during this time. Forbes and WSJ noted this trend in their Sept and Oct 2011 issues respectively. And there have several articles in various publications ever since.
  2. In November last year, Garner published a report on Gamification. In it they made both a positive and negative prediction with regard to gamification. The positive prediction was that 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations. The negative prediction was that by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design. How we avoid being part of the 80%? This is the object of this panel. How can we ensure the success of our future gamification endeavors by learning from the successes and failures of the past. Since Gamification is an emerging topic, the best practices are still emerging. In this panel we will share with you our experience, to guide you towards mastery of enterprise gamification.
  3. esthetics
  4. esthetics
  5. VW kicked off this project in 2009, and my team and I had been working on Sustainability initiatives at SAP for about a year then. We came to the conclusion that for initiatives that require behavior modification, as is the case with sustainability initiatives, the traditional approach of setting a high level goal such as “reduce electricity consumption by 30%”, and checking the results at the end of the year, does not work. People are busy with competing priorities and changing their ways is hard. We need to get their attention if we want them to do business differently. It is in the spirit of that thought process, we created this game that we called Vampire Hunters. Vampires are energy suckers that use energy even when they are not in use – monitors, copiers, etc. Vampires waste $3 B of energy every year in the US alone. Employees can help facilities spot these vampires, and enjoy a little competition between buildings and departments. I can show you the full story board of Vampire hunters after this lecture if you are interested.I was drawn to gamification primarily for behavior modification in the workplace. It is at the intersection of Games for change and Serious games.
  6. http://www.interaction-design.org/books/gamification_at_work.htmlhttp://www.amazon.com/Gamification-Work-Designing-Engaging-Business/dp/8792964079/ref=sr_1_1?ie=UTF8&qid=1371751645&sr=8-1&keywords=gamification+at+work