Gamification HR


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Gamification in HR Augmentation

Published in: Design

Gamification HR

  2. 2. About Gamification 2 []
  3. 3. ARE you a player ? 3 []
  4. 4. YES YOU ARE ! Like everyone 4 []
  5. 5. About Gamification Key points Limits and constraints 5 []
  6. 6. What do we mean by « gamification » ? About gamification 6
  7. 7. About gamification Gamification : using game mechanics in order to engage customers The use of game design elements in non-game contexts, to drive game like engagement in order to promote desired behaviors.
  8. 8. About gamification Social Gamification The use of design elements from social games in non-game contexts, to drive game like engagement in order to promote desired behaviors. Video games Social Games Gamification Social Gamification
  9. 9. “... game design elements ...” or “Game mechanics” “Game dynamics” “Frameworks” “Gameplay mechanics” “Game thinking” “Game attributes” Not just badges! (and also, game mechanics/dynamics, game design principles, gaming psychology, player journey, game play scripts and storytelling, and/or any other aspects of games) There are different levels and perspectives of “Game Design Elements” 9
  10. 10. “... non-game contexts ...” Several domains: health, work, training, environment, government, everyday life, etc, and also ... Education E-learning Social Learning Environments
  11. 11. “... game like engagement ...” Intrinsic motivation (autonomy, mastery and purpose) Extrinsic motivation (rewards, punishment) Flow (“In a state of flow, an activity is performed for enjoyment and pleasure rather than be driven by any extrinsic motivator”) 11
  12. 12. “... desired behaviors ...” To “engage people, motivate action, promote learning, and solve problems” (*) Applied to: Students Increasead engagement in school’s activities and higher motivation to achieve better learning outcomes. Teachers Reward and appraise students; setup engaging activities; provide flow. Parents Recognize and reward their children’s work; motivation for a deeper envolvement in school’s activities. “game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems” 12
  13. 13. About gamification What makes a game a game? Predictable Unforced Non obvious desire Playfulness 13
  14. 14. About the important features in a gamified project Key points of gamification 14
  15. 15. Action Killer Scorer People Environment Socializer Explorer Interaction Key points of gamification About players
  16. 16. Key points – Engagement Gain Spend Share Status
  17. 17. Key points - Mechanics Quests
  18. 18. Key points - Mechanics Quests Rewards 18
  19. 19. Key points - Mechanics Quests Rewards Collections
  20. 20. Key points - Mechanics Quests Rewards Collection s Ranking
  21. 21. Key points - Mechanics Quests Rewards Collections Ranking Leveling 21
  22. 22. Key points - Mechanics Quests Rewards Collections Ranking Leveling Complementarity 22
  23. 23. Key points - Social Profile 23
  24. 24. Key points - Social Profile Community 24
  25. 25. Key points - Social Profile Community
  26. 26. Key points - Social
  27. 27. Key points - Social
  28. 28. Key points - Social
  29. 29. Key points – Social Strategy EGG Empowring Group innovation through Games
  30. 30. 4 Key success Factor for - ECG
  31. 31. Benefits of EGG
  32. 32. Gamification Prediction Gamification is a business strategy which applies game design techniques to non-game experiences to drive user behavior. According to a recent Gartner Research Report it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. By 2014, Gartner predicts that over 70 percent of Global 2000 organizations will have at least one "gamified" application, and that "gamification is positioned to become a significant trend in the next five years." M2 Research reports that gamification will be a $2.8B industry by 2016. 32
  33. 33. Industry use Gamification Gamification refers to the use of game mechanics and rewards in a non-game setting to increase user engagement and drive desired user behaviors. Gamification in business is used to increase such things as stickiness, sharing, content creation, and purchases. So what are some of the industries that are already using gamification? Here are just a few: •Retail and e-commerce •Politics •Healthcare •Nonprofit •Human Resource
  34. 34. Industry use Gamification Gamification in Human resources Human resources officials in several organizations have begun to use gamification to recruit and motivate employees. For example, in an effort to motivate senior executives to complete its leadership development program, Deloitte has gamified its Deloitte Leadership Academy, a program that delivers lessons from world-renowned business schools (such as Harvard and Stanford). As participants complete programs, contribute, and share knowledge, they earn badges and other rewards — which are portable to sites like LinkedIn and Twitter.
  35. 35. Gamification HR
  36. 36. Industry use Gamification
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  56. 56. Industry use Gamification “The size of the gamification market, currently estimated at around $100mm, will grow to more than $2.8b by 2016.” — M2Research “Top gamification vendors are projecting 197% growth in 2012, up from 155% in 2011.” — M2Research By 2014…more than 70% of Global 2000 organizations will have at least one gamified application, driving 50% of all innovation ” — Gartner
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