Gamification    Strategies:How to solve problems, motivate and engagepeople through Games!     Karl M. Kapp, Ed.D.,  Autho...
Why Games?•   Storyline•   Characters•   Theme•   Realism•   Music
Why Games?•   Storyline•   Characters        Games make•   Theme             an emotional                      connection....
Google “Kapp Notes”                      2012 New Book:        “The Gamification of Learning and Instruction”       Septem...
Torn from thebook…
Agenda         1                                     2                                  What is gamification and why does ...
Games 1.04      2       3
Games 1.0     4                        3                            How will the ball  Where is my                        ...
Games 2.0
Games 2.0                                What is the pattern   Should I shoot the                                 these al...
Games 3.0
What must I do toWhere do I explore   achieve my goal?      first?                     What activities are                ...
Games 4.0
Games 4.0              What activities give                       me the most return                        for my efforts...
Games 4.0        Flippy wants to      become friends with      you. Do you want to       add Flippy to your          frien...
10,000 hours     of Game play                                                       13 hours                              ...
Almost 43% of thegamers are female and26% of those females     are over 18. Females play 5 hours a week of console games. ...
Use game-based mechanics,aesthetics and game thinking toengage people, motivate action,  promote learning, and solve      ...
Gaming            (Serious ) Games                                                Gamification                   Simulatio...
http://success.adobe.com/microsites/levelup/index.html
http://www.coursehero.com/courses/
2 weeks after launching Courses (powered by gamification),CourseHero received 350 suggested edits to existing courses and1...
Since the implementation of gamification elements, timeon site overall has increased around 5 percent.
For Gamified courses, the time on site for the Courses arenearly three times as long as time onsite for all ofcoursehero.c...
Some people think Gamification is only aboutpoints, badges, rewards and progress bars…PBL (Points, Badges, Leader Boards)…
… if it was, this would be the most engaging              game in the world.       http://progresswars.com/
20% increase in profile completion.
Game                      Gamification“A game is a system in         “Gamification is using game‐which players engage in a...
NikePlus Stats for Karl
Story
Researchers have found that the                   Yep, People tend to remember facts human brain has a natural affinity   ...
Stories provide,context, meaning and      purpose
Story Elements1. Characters2. Plot (something has to happen).3. Tension 4. Resolution5. Conclusion
• Games can support brand awareness through  lifestyle association.• Games can prominently feature a  product/service in g...
Examples
Source:http://blog.hubspot.com/blog/tabid/6307/bid/32993/How-Real-Businesses-Are-Using-Gamification-to-Spice-Up-Their-Mark...
http://www.financialsoccer.com/play/play.php
http://rexonateens.magiclick.net/Game/?sid=7D848AA4-B8C8-4639-BAD7-461CA1F755D4
Since it was launched in the fall of 2006, it has been  played over 80,000 hours.  It boasts an average game play time of ...
http://tinyurl.com/ampuvsy
http://www.energyville.com/
ChangingBehavior with Games
Changing BehaviorGreitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. Journal of Perso...
28% helped to   pick up   pencils
33% helped to   pick up   pencils
67% helped to   pick up   pencils
22%intervened
56%intervened
Take-Away1) Interactivity of games leads to higher interaction with customers   and potential customers..2) Games provide ...
Questions   ?           Available at              Amazon.com            Twitter:@kkapp            kkapp@bloomu.edu
 Gamification Strategies How to solve problems, motivate and engage people through Games!
 Gamification Strategies How to solve problems, motivate and engage people through Games!
 Gamification Strategies How to solve problems, motivate and engage people through Games!
 Gamification Strategies How to solve problems, motivate and engage people through Games!
 Gamification Strategies How to solve problems, motivate and engage people through Games!
 Gamification Strategies How to solve problems, motivate and engage people through Games!
 Gamification Strategies How to solve problems, motivate and engage people through Games!
 Gamification Strategies How to solve problems, motivate and engage people through Games!
 Gamification Strategies How to solve problems, motivate and engage people through Games!
 Gamification Strategies How to solve problems, motivate and engage people through Games!
 Gamification Strategies How to solve problems, motivate and engage people through Games!
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Gamification Strategies How to solve problems, motivate and engage people through Games!

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Gamification Strategies How to solve problems, motivate and engage people through Games!

  1. 1. Gamification Strategies:How to solve problems, motivate and engagepeople through Games! Karl M. Kapp, Ed.D., Author: The Gamification of Learning and Instruction
  2. 2. Why Games?• Storyline• Characters• Theme• Realism• Music
  3. 3. Why Games?• Storyline• Characters Games make• Theme an emotional connection.• Realism• Music
  4. 4. Google “Kapp Notes” 2012 New Book: “The Gamification of Learning and Instruction” September 2011 Training Quarterly Article Improving Training: Thinking Like a Game Developer July 2012 T&D ArticleGames, Gamification and the Quest for Interactive Learning
  5. 5. Torn from thebook…
  6. 6. Agenda 1 2 What is gamification and why does itWhat are games and matter to marketing professionals?gamification? 3 What elements from games can be added to marketing efforts to maximize impact?
  7. 7. Games 1.04 2 3
  8. 8. Games 1.0 4 3 How will the ball Where is my bounce off the wall? opponentgoing to go next? In what direction should I try to move the ball?
  9. 9. Games 2.0
  10. 10. Games 2.0 What is the pattern Should I shoot the these aliens arealiens on the end or in following? the middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me?
  11. 11. Games 3.0
  12. 12. What must I do toWhere do I explore achieve my goal? first? What activities are of the most value?
  13. 13. Games 4.0
  14. 14. Games 4.0 What activities give me the most return for my efforts? Can I trust this person who wants to team with me to accomplish a goal?
  15. 15. Games 4.0 Flippy wants to become friends with you. Do you want to add Flippy to your friend’s list.
  16. 16. 10,000 hours of Game play 13 hours of console games a week 87% of 8- to 17- year olds play video games Digital divisions. Report by the Pew /Internet: Pew Internet & American Life. US Department of Commerce at home.
  17. 17. Almost 43% of thegamers are female and26% of those females are over 18. Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%.
  18. 18. Use game-based mechanics,aesthetics and game thinking toengage people, motivate action, promote learning, and solve problems. Gamification
  19. 19. Gaming (Serious ) Games Gamification Simulations Course HeroWhole Part Toys Playful Design Legos iPhone PlayingFrom Game Design Elements to Gamefulness: Defining “Gamification”, Deterding, S. et. al
  20. 20. http://success.adobe.com/microsites/levelup/index.html
  21. 21. http://www.coursehero.com/courses/
  22. 22. 2 weeks after launching Courses (powered by gamification),CourseHero received 350 suggested edits to existing courses and122 requests for new courses.Another 68 people offered to augment existing courses by creatingtheir own course to be hosted on coursehero.com.
  23. 23. Since the implementation of gamification elements, timeon site overall has increased around 5 percent.
  24. 24. For Gamified courses, the time on site for the Courses arenearly three times as long as time onsite for all ofcoursehero.com.Social sharing of achievements increased nearly 400 percentin three months.
  25. 25. Some people think Gamification is only aboutpoints, badges, rewards and progress bars…PBL (Points, Badges, Leader Boards)…
  26. 26. … if it was, this would be the most engaging game in the world. http://progresswars.com/
  27. 27. 20% increase in profile completion.
  28. 28. Game  Gamification“A game is a system in  “Gamification is using game‐which players engage in an  based mechanics, aesthetics abstract challenge, defined  and game thinking to engage by rules, interactivity and  people, motivate action, feedback that results in a  promote learning, and solve quantifiable outcome often  problems.”eliciting an emotional reaction.”
  29. 29. NikePlus Stats for Karl
  30. 30. Story
  31. 31. Researchers have found that the Yep, People tend to remember facts human brain has a natural affinity more accurately if they encounter for narrative construction. them in a story rather than in a list. And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent.Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times.Melanie Green http://www.unc.edu/~mcgreen/research.html
  32. 32. Stories provide,context, meaning and purpose
  33. 33. Story Elements1. Characters2. Plot (something has to happen).3. Tension 4. Resolution5. Conclusion
  34. 34. • Games can support brand awareness through lifestyle association.• Games can prominently feature a product/service in game play. The product can be central to the action of the game. If the product is incidental to game play, the brand will not be reinforced as much• Games can be fully interactive, allowing the consumer to experience the product within the virtual confines of the gaming world.
  35. 35. Examples
  36. 36. Source:http://blog.hubspot.com/blog/tabid/6307/bid/32993/How-Real-Businesses-Are-Using-Gamification-to-Spice-Up-Their-Marketing.aspx
  37. 37. http://www.financialsoccer.com/play/play.php
  38. 38. http://rexonateens.magiclick.net/Game/?sid=7D848AA4-B8C8-4639-BAD7-461CA1F755D4
  39. 39. Since it was launched in the fall of 2006, it has been played over 80,000 hours. It boasts an average game play time of over 30 minutes per game play session.http://www.sebringsemantics.com/
  40. 40. http://tinyurl.com/ampuvsy
  41. 41. http://www.energyville.com/
  42. 42. ChangingBehavior with Games
  43. 43. Changing BehaviorGreitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. Journal of Personality and Social Psychology.  Vol. 98 . No. 2., 211‐221.
  44. 44. 28% helped to pick up pencils
  45. 45. 33% helped to pick up pencils
  46. 46. 67% helped to pick up pencils
  47. 47. 22%intervened
  48. 48. 56%intervened
  49. 49. Take-Away1) Interactivity of games leads to higher interaction with customers and potential customers..2) Games provide a positive experience with a brand.3) Games capture customer’s or potential customer’s attention longer than other marketing or advertising methods.4) Games give customers a positive experience to associate with the company/product or organization.5) Games are a great lead-generation tool by enticing people to self- identify, providing contact information for future marketing efforts.6) Games encourage others to interact with your organization/brand/product.7) Games can influence people’s behavior. Use different game designs for different types of marketing.
  50. 50. Questions ? Available at Amazon.com Twitter:@kkapp kkapp@bloomu.edu
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