From zero to hero with
Gamification
Tim Gorree & Jussi Mori
Organizers
#ProductivityDay
Presenters
#ProductivityDay
Jussi Mori
Twitter: @JussiMori
About me: About.me/jussi.mori
SharePoint and productivity consu...
Content
 What is Gamification and End-User engagement
 The challenges of End-user engagement
 Gamification in detail
 ...
Gamification live demo!
#ProductivityDay
#Gamification at #Productivityday
Common challenges with
End-User engagement
 Let’s have a look at some numbers
 Customers:
• 54% are inactive in loyalty ...
Common challenges with
End-User engagement
 Some common problems with Information portals
• High bounce rates: Users have...
Common challenges with
End-User engagement
 The Technology acceptance model
External
variables
Perceived
usefulness
Simpl...
Gamification in detail
 Why does this work?
 The SAPS principle
 Hyper available feedback loops
 The FLOW state
 Prac...
Why does this work
 People have fundamental desires for:
• Status
• Reward
• Achievement
• Self-Expression
• Competition
...
Does this really work?
 World class companies have introduced Gamification
imperatives and have measured the following im...
What’s the “beef”?
 When more people participate, you can…
• improve collaboration
• improve individual motivation
• spee...
The SAPS rewarding
principle
 S for Status: Bragging rights about a certain status.
 A for Access: Giving privileged acc...
Hyper available feedback
loops
• A player is always aware of the current progress
within the game
• A player is always awa...
The FLOW state
• Achieving of FLOW – The players state between anxiety
and boredom, meeting his own motivational level in ...
The FLOW state
 Some examples when being in a FLOW state
• While driving a car during high traffic
• While playing an exc...
The FLOW state
 In FLOW state we…
• focus and our senses are sharp and clear
• do not feel at all self conscious
• forget...
Practical examples of
Gamification in SharePoint
 Use case eLearning
 Use case Project management
 Use case Metadata
#P...
Use case eLearning
 Track and visualize earned skills of employees
 Use hyper available feedback loop principle
to visua...
Concept and design by Peaches Industries
Use case Project
management
 Gamify time and task reporting for project
members
 Give rewards for completed tasks / user...
Concept and design by Peaches Industries
Use case metadata in
SharePoint
 Status through metadata
 Metadata Hero! 30 percent of all documents
uploaded have high ...
Concept and design by Peaches Industries
On the bottom line…
Source: Living and breathing the social workplace, by Daniel Kraft, NewsGator
#ProductivityDay
Thank you!
#Gamification at #Productivityday
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Productivity day 2013 from zero to hero gamification

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Productivity day 2013 from zero to hero gamification

  1. 1. From zero to hero with Gamification Tim Gorree & Jussi Mori
  2. 2. Organizers #ProductivityDay
  3. 3. Presenters #ProductivityDay Jussi Mori Twitter: @JussiMori About me: About.me/jussi.mori SharePoint and productivity consultant Founding partner Tim Goree Twitter: @Digistars About me: About.me/digistar Senior System analyst
  4. 4. Content  What is Gamification and End-User engagement  The challenges of End-user engagement  Gamification in detail  From zero to hero with Gamification, practical examples of Gamification #ProductivityDay
  5. 5. Gamification live demo! #ProductivityDay #Gamification at #Productivityday
  6. 6. Common challenges with End-User engagement  Let’s have a look at some numbers  Customers: • 54% are inactive in loyalty programs • 69% don’t use online communities  Employees: • 50% don’t fully adopt to enterprise software • 88% don’t use social enterprise software #ProductivityDay Source: Badgeville – Gamification platform provider
  7. 7. Common challenges with End-User engagement  Some common problems with Information portals • High bounce rates: Users have a look and do not return to the site • Low adoption: Users rarely visit and use the sites • Differentiation: most intranet sites look the same -> Boring • Too few or negative referrals: People do not talk about the sites or give negative feedback • No click-throughs: Users do not react to e-mails which contain “Deep links” #ProductivityDay
  8. 8. Common challenges with End-User engagement  The Technology acceptance model External variables Perceived usefulness Simple To use Personal attitude Intention to use Actual system use The Gamification influence point! Source: Technology Acceptance Mocel (TAM) by Fred Davis 1985 #ProductivityDay
  9. 9. Gamification in detail  Why does this work?  The SAPS principle  Hyper available feedback loops  The FLOW state  Practical examples for Gamification in a SharePoint environment #ProductivityDay
  10. 10. Why does this work  People have fundamental desires for: • Status • Reward • Achievement • Self-Expression • Competition • Altruism #ProductivityDay
  11. 11. Does this really work?  World class companies have introduced Gamification imperatives and have measured the following improvements on different user behavior levels: • 500% increase in user comments and activity in the Intranet • 140% increase time on site • 600% gain in shop clicks • 2000% surge in social sales • 60% increase in Employee engagement • 250% growth in training compliance Source: Five key engagement imperatives whitepaper by Badgeville #ProductivityDay
  12. 12. What’s the “beef”?  When more people participate, you can… • improve collaboration • improve individual motivation • speed up the learning process • improve system / content analytics • Last but not least, predict End-User behavior! #ProductivityDay
  13. 13. The SAPS rewarding principle  S for Status: Bragging rights about a certain status.  A for Access: Giving privileged access to users. For instance VIP lanes in nightclubs.  P for Power: Giving “power” over other users in the system. For example forum moderation.  S for Stuff: Tangible objects to win. Freebies, goodies, etc. Rewards to drive End-User motivation! #ProductivityDay
  14. 14. Hyper available feedback loops • A player is always aware of the current progress within the game • A player is always aware of the next steps ahead and how to get there • A player always knows if she or he performs well • A player can use this information to bring his or her skills to the next “level” #ProductivityDay
  15. 15. The FLOW state • Achieving of FLOW – The players state between anxiety and boredom, meeting his own motivational level in that experience. Source: The FLOW theory by Mihaly Csikszentmihalyi #ProductivityDay
  16. 16. The FLOW state  Some examples when being in a FLOW state • While driving a car during high traffic • While playing an exciting game • While fly fishing • While doing sports • While listening to music we love • Etc. When we are in a FLOW state, we are in the most productive state on the current task at hand! #ProductivityDay
  17. 17. The FLOW state  In FLOW state we… • focus and our senses are sharp and clear • do not feel at all self conscious • forget all worries and anxieties entirely • experience a sense of full control • feel time differently • find the current activity intrinsically rewarding • experience a merge of action and awareness #ProductivityDay
  18. 18. Practical examples of Gamification in SharePoint  Use case eLearning  Use case Project management  Use case Metadata #ProductivityDay
  19. 19. Use case eLearning  Track and visualize earned skills of employees  Use hyper available feedback loop principle to visualize and bring transparency to progress  Use leader boards for status and badges for reward  Give access to “advanced” content after reaching a certain level  Create tutorials for newbies, to learn about company related information  Use avatars to express progress and allow individualization #ProductivityDay
  20. 20. Concept and design by Peaches Industries
  21. 21. Use case Project management  Gamify time and task reporting for project members  Give rewards for completed tasks / user stories / whole projects  Visualize project progress  Past, present, Future  My progress, team progress  Use hyper available feedback loop principle to boost project performance #ProductivityDay
  22. 22. Concept and design by Peaches Industries
  23. 23. Use case metadata in SharePoint  Status through metadata  Metadata Hero! 30 percent of all documents uploaded have high quality metadata  Metadata Superhero! All uploaded documents have high quality metadata  Metadata Rockstar! Filled in all documents with metadata in a teamsite  Metadata Archaeology! Sent feedback about term sets to the portal team  Metadata Flashmobber! Termsets have been extended by the user directly #ProductivityDay
  24. 24. Concept and design by Peaches Industries
  25. 25. On the bottom line… Source: Living and breathing the social workplace, by Daniel Kraft, NewsGator #ProductivityDay
  26. 26. Thank you! #Gamification at #Productivityday

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