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Ws innovation in action 2013 cgi and scania gamification hand out slideshare
 

Ws innovation in action 2013 cgi and scania gamification hand out slideshare

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This is the hand outs used on the innovation in action yearly symphosium. CGI and Scania lead this workshop, ang many engaged participants realized their dream of gamifying a company working with bike ...

This is the hand outs used on the innovation in action yearly symphosium. CGI and Scania lead this workshop, ang many engaged participants realized their dream of gamifying a company working with bike 3.0.

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    Ws innovation in action 2013 cgi and scania gamification hand out slideshare Ws innovation in action 2013 cgi and scania gamification hand out slideshare Presentation Transcript

    • Apple as an example “Everything we do, we believe is challenging the status quo, we believe in thinking differently. The way we challenge the status quo is by making our products beautifully designed, simple to use, and user-friendly. We just happen to make great computers. Want to buy one?” challenging the status quo beautifully designed, simple to use, and userfriendly Why? How? What? Source: Sinek (2009) happen to make great computers
    • The Golden Circle WHY “Everything we do, we believe is challenging the status quo We follow these who lead, not for them, but for ourselves. –Simon Sinek HOW WHAT SUMMARY (see example for inspiration) Why? “Everything we do, we believe is challenging the status quo How? What? __________________________________________ __________________________________________ __________________________________________ …synthesizing a __________________________________________ common objective Source: Sinek (2009) 2
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    • Bartle: 4 standard gamer profiles that determine a gamer’s social actions ACTING Win Hack Harass Create Challenge Cheat KILLERS ACHIEVERS Taunt Show off Heckle Compare Tease PLAYERS WORLD Express Explore View Like Help SOCIALIZERS Comment Share Greet EXPLORERS Rate Vote Curate Give INTERACTING 5 Review
    • Achievers “Are driven by in-game goals, usually some form of points gathering whether experience points, levels or money.” 6
    • Explorers “Driven to find out as much as they can about the virtual construct including mapping its geography and understanding the game mechanics.” 7
    • Killers Killers use the virtual construct to cause distress on other players, and gain satisfaction from inflicting anxiety and pain on others.” 8
    • Socializers “Use the virtual construct to converse and role-play with their fellow gamers.” 9
    • Start Describe Target Group Add from 1-5 how much your target group ar the different personalities. Use this input when selecting activitites. Explorer Achiever Killer Socializer Awards are given by your progress of collecting points. Points, add activities and achievements down below. Achievements is something accomplished _______________________ _____________________ _______________________ _____________________ _______________________ _____________________ _______________________ _____________________ _______________________ _______________________ Progress bar show how complete something are. _______________________ _______________________ ____________________ _______________________ _______________________ _______________________ Rules for the game _______________________ ____________________ _______________________ Levels reached from your activities ____________________ _______________________ ____________________ _______________________ _______________________
    • Motivational Design. Gabe Zichermann writes, “Good gamification design seeks to understand and align an organization’s objectives with a player’s intrinsic motivation (an innate drive to do something, or your pursuit of activities that are rewarding in and of themselves). Then, through the use of extrinsic rewards and intrinsically satisfying design, move the player through their journey of mastery. This journey requires elements such as desire, incentive, challenge, reward and feedback to create engagement.” 11
    • Points are a running numerical value given for any single action or combination of actions. 12
    • Achievements are a virtual or physical representation of having accomplished something. Achievements can be easy, difficult, surprising, funny, accomplished alone or as a group. Achievements are a way to give players a way to brag about what they've done indirectly as well as add challenge and character to a game. Achievements are often considered "locked" until you have met the series of tasks that are required to "unlock" the Achievement. 13
    • Gifts are one of several types of mechanics used in games to motivate users. While some games may utilize real-world gifts in the form of money, gift cards, etc., many games motivate players with virtual gifts; e.g., flowers, badges. 14
    • Community and collaboration. The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun. 15
    • Levels are a system, or "ramp", by which players are rewarded an increasing value for a cumulation of points. Often features or abilities are unlocked as players progress to higher levels. Leveling is one of the highest components of motivation for gamers. There are typically three types of leveling ramps: Flat, Exponential and Wave Function 16
    • Leaderboards “A means by which users can track their performance subjective to others. Leaderboards visually display where a user stands in regards to other users. They are implemented on sites to show which players have unlocked the most achievements. The desire to appear on the Leaderboards drives players to earn more achievements, in turn fueling deep engagement.” 17
    • Progress Bar Believe it or not, the profile completeness bar on LinkedIn can be seen as an example of game mechanics. By seeing how much more complete the profile needs to be, many people will be driven to take steps to 100% completion with the promise of being able to take advantage of LinkedIn’s more advanced features. 18
    • Awards “Status and virtual rewards are only as valuable as the community in which they are awarded and displayed. Smart gamification requires a deep integration of a rewards program across a brand’s entire user experience, whether that be on its main homepage, mobile app, community, blog or any other digital touchpoint with the brand.” 19