measure, reward , enhance:leverage user adoption with gamification
e-office 1970 history   teacherabout me                                collaboration consultant                           ...
what do you think of at                       the word gamification?Gamification is the use of game elements and game desi...
games are everywhere
in consumer areas•   electricity company
and also business-like• LinkedIn profile
how many of you are   is playing games agamers?               waste of time?what is the average                      is it...
31 million gamers       43.000.000 hours per day       9.7 hours per weekwomen little less hrsmen little more hrs         ...
research• By 2014, more than 70% of Global 2000  organizations will have at least one gamified  application• By 2015, more...
again ... what is gamification ?Gamification is the use of game elements and game design techniques(mechanics) to enhance ...
time spent                                  training                  10,000 hrs!              playing Draw SomethingIf we...
what do you see? urgency        ‘anxiety’      concentration              epic win           optimism         surprise    ...
human – technology - organizationtechnology = 10%People = 90% !of success.
make social collaboration possible                                   Yellow & Blue      knowledge | information | everywhe...
some roadblocks to change•   fear of the unknown•   comfort with the status quo•   pushback on being forced to change•   n...
change is social• change is a process, not an event• change takes time• change is made real by what people do           So...
what motivates us?   • from Maslow’s Need to Pink’s Drive                                 Bron: Michael Wu, Ph.D.
how does gamification work?measure       set goals, levels, points and measure if they are              met reward       g...
encourage to engage in desired behaviours
expert           advancedbeginner
encouraging users to engage in desired behaviors     game mechanics      behaviour motivators     points              rewa...
drive engagement with game design techniquesrapid/instant feedback   clear goals and rules                         tasks t...
about motivation and rewardsis gamification a long-term approach?     extrinsic rewards                     intrinsic rewa...
behaviour loop      desire          incentive          challenge                                 social          achieveme...
sticks and carrots:Path to Sustained Adoption                                      increased utilityusage                 ...
gamification in social software•   Badgeville for Yammer + Jive + Connections•   Level Up for Connections•   Kudos Badges ...
Bunchball Level Up                     gamification partner                     hosted environment                     foc...
TemboSocial The Hive                  gamification partner                  hosted environment                  focused on...
ISW’s Kudos Badges                 IBM partner                 internal installation                 focused on first step...
Kudos demo
create metrics
create / edit a badge
gaming the systembending the rules, taking a short-cut, creating our own solution,finding a loop-holeA sign that people ha...
want more?    Get badges and earn your free adoption workshop !    • leave your business card    • get in touch with meE  ...
UKLUG 2012 Leverage user adoption with gamification
UKLUG 2012 Leverage user adoption with gamification
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UKLUG 2012 Leverage user adoption with gamification

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UKLUG 2012 User Group in Cardiff. Presentation on leveraging user adoption for IBM Connections through gamification

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UKLUG 2012 Leverage user adoption with gamification

  1. 1. measure, reward , enhance:leverage user adoption with gamification
  2. 2. e-office 1970 history teacherabout me collaboration consultant Rotterdam social IBM cookingsasja.beerendonk@e-office.com adoption cats-and-dogs traveltwitter.com/sbeerendonk sci-fi spinachhttp://nl.linkedin.com/in/sbeerendonk
  3. 3. what do you think of at the word gamification?Gamification is the use of game elements and game design techniques(mechanics) to enhance non-games.Typically gamification applies to non-game applications and processes, in orderto encourage people to adopt them, or to influence how they are used. it’s about meaning, not flair to pursue purpose, not leaderboard points Gamification wont solve your business problem it only solves your (short-term) engagement problem Source: Wikipedia
  4. 4. games are everywhere
  5. 5. in consumer areas• electricity company
  6. 6. and also business-like• LinkedIn profile
  7. 7. how many of you are is playing games agamers? waste of time?what is the average is it a boy thing?age of gamers?
  8. 8. 31 million gamers 43.000.000 hours per day 9.7 hours per weekwomen little less hrsmen little more hrs 53% women 47% men average age is 37 Source: Newzoo, National Gaming Research 2011
  9. 9. research• By 2014, more than 70% of Global 2000 organizations will have at least one gamified application• By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes Source: http://www.gartner.com/it/page.jsp?id=1629214
  10. 10. again ... what is gamification ?Gamification is the use of game elements and game design techniques(mechanics) to enhance non-games.Typically gamification applies to non-game applications and processes, in orderto encourage people to adopt them, or to influence how they are used.and how does it relate to adoption? ADOPTION Source: Michael Sampson User Adoption Strategies 2nd ed. 2012
  11. 11. time spent training 10,000 hrs! playing Draw SomethingIf we could only engage our employeesto put in as many hours learning Outliers, Malcom Gladwell, The 10.000 hrs succes theory
  12. 12. what do you see? urgency ‘anxiety’ concentration epic win optimism surprise Source: Phil Toledano
  13. 13. human – technology - organizationtechnology = 10%People = 90% !of success.
  14. 14. make social collaboration possible Yellow & Blue knowledge | information | everywhere process | control | predictable network | creativity | goal oriented manage | low costs | mechanicalG structure & smart & flexible process intrinsically | independent | trust 9 to 5 | no errors | internal focus collaborate | discipline | facilitate no change | control | process leading social collaboration, how do I start?
  15. 15. some roadblocks to change• fear of the unknown• comfort with the status quo• pushback on being forced to change• no sense of the future possible benefit• being overwhelmed with possibilities Source: Michael Sampson User Adoption Strategies 2nd ed. 2012
  16. 16. change is social• change is a process, not an event• change takes time• change is made real by what people do Source: Michael Sampson User Adoption Strategies 2nd ed. 2012
  17. 17. what motivates us? • from Maslow’s Need to Pink’s Drive Bron: Michael Wu, Ph.D.
  18. 18. how does gamification work?measure set goals, levels, points and measure if they are met reward give badges, give feedback, notifications, show the best indicate what needs to be done to go further,enhance invite to use advanced functionality or show desired behaviour
  19. 19. encourage to engage in desired behaviours
  20. 20. expert advancedbeginner
  21. 21. encouraging users to engage in desired behaviors game mechanics behaviour motivators points reward levels status badges achievement leaderboards competition challenges self-expression feedback altruism
  22. 22. drive engagement with game design techniquesrapid/instant feedback clear goals and rules tasks that area compelling narrative challenging but achievable
  23. 23. about motivation and rewardsis gamification a long-term approach? extrinsic rewards intrinsic rewards competetive: • being good at your helping, giving, welcoming, job exchange, participate • gather knowledge • autonomy explorative: • belonging look at, search, collect, • having fun complement • doing work that matters Source: Michael Whu, Pd. D., http://lithosphere.lithium.com/t5/Building-Community-the- Platform/The-Gamification-Backlash-Two-Long-Term-Business- Strategies/ba-p/30891
  24. 24. behaviour loop desire incentive challenge social achievement / reward feedback mastery
  25. 25. sticks and carrots:Path to Sustained Adoption increased utilityusage financial rewards / carrots punishment / sticks time Source: John McGuigan, Fiberlink Communications
  26. 26. gamification in social software• Badgeville for Yammer + Jive + Connections• Level Up for Connections• Kudos Badges for Connections• The Hive for Connections
  27. 27. Bunchball Level Up gamification partner hosted environment focused on training, first steps
  28. 28. TemboSocial The Hive gamification partner hosted environment focused on training, first steps
  29. 29. ISW’s Kudos Badges IBM partner internal installation focused on first steps and long-term integration with other tools widgets configuration tool for creating your own Badges
  30. 30. Kudos demo
  31. 31. create metrics
  32. 32. create / edit a badge
  33. 33. gaming the systembending the rules, taking a short-cut, creating our own solution,finding a loop-holeA sign that people have a high level of affinity with an experience, engagedand enhacing skills by doing this!• anticipate likely behaviour and put measures in place• choose rewards that resonate with your core audience (culture, business goals)• create pre-requisites that require someone to satisfy a variety of different criteria within a certain timeframe• reward for quality rather than quantity
  34. 34. want more? Get badges and earn your free adoption workshop ! • leave your business card • get in touch with meE Whitepaper on request: Measure, reward, enhance: leverage adoption of IBM Connections by applying gamification sasja.beerendonk@e-office.com twitter.com/sbeerendonk http://nl.linkedin.com/in/sbeerendonk
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