Gamification Night / 05.Sept.2013 - Oslo, Norway

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This slide deck is from Oslo Lean Meetup (*) session …

This slide deck is from Oslo Lean Meetup (*) session
held on 05.Sept.2013 in Oslo, Norway.

(*) http://www.meetup.com/agile-31/events/135749282/

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  • 1. Gamification << PIP >> September 2013 --- Yilmaz Guleryuz [ @WareNinja ] Kim Leskovsky [ @iterate_no ] “In every job that must be done, there is an element of fun. You find the fun, and snap! The job’s a game!” -- Mary Poppins
  • 2. Source: http://www.youtube.com/watch?v=iynzHWwJXaA
  • 3. Footprints... ● What ● Why ● How ● with Examples! ● ...and one more thing :-)
  • 4. Gamification is... ● NOT Just for marketing or sales ● NOT Just Points, Badges, Leaderboards ● NOT Making everything a game ● NOT Rocket science!
  • 5. Gamification is... The use of game elements & game design techniques in non-game contexts.
  • 6. Huh? Non-Game Contexts ● Some objectives other than success in the game ● Business, school, social impact, etc. Image Source: Kevin Werbach’s lectures ...
  • 7. Gamification is PIP! Predictable Irrationality LLearning Source: Dan Ariely http://danariely.com/
  • 8. Engagement Loop Call to Action! Visible Progress DO! E
  • 9. Bartle's “Player” Types Bartle's model: http://en.wikipedia.org/wiki/Bartle_Test Image Source: http://frankcaron.com/Flogger/?p=1732 Example.1: 60% Achiever 40% Killer Example.2: 10% Killer 50% Socializer 40% Explorer Example.3: 60% Achiever 40% Explorer K
  • 10. Progression Ladder (Player journey) Onboarding Scaffolding Pathways to Mastery MATRIX! E
  • 11. Keep in mind when... Designing a Gamified flow ● Autonomy it’s all about the Player! ● Meaningful choices ● Analytical & Creative ● Engagement & Progression ● Challenges & Rewarding experience ● Gamification can motivate ● Fun can, and should, be designed ● Applicable in many domains: external, internal, behavior change, ... !
  • 12. Congratulations! LE KE
  • 13. Is it right for my business? ● Where would you derive value from encouraging behavior? ● Are your target activities sufficiently interesting? ● Can the desired behaviors be modeled through algorithms? !
  • 14. L
  • 15. Æ
  • 16. [Example-1] Social Recognition with Loss Aversion!
  • 17. Source: http://www.zappified.com/face/index.html R
  • 18. [Example-2] Internal change with playful challenges
  • 19. Source: http://www.youtube.com/watch?v=iynzHWwJXaA E
  • 20. [Example-3] Changing behavior with positive reinforcement
  • 21. and...HOW? LÆ RE
  • 22. Any Frameworks? [1] DEFINE business objectives [2] DELINEATE target behaviors [3] DESCRIBE your players [4] DEVISE activity loops [5] DON’T forget the FUN [6] DEPLOY the appropriate tools D6 Gamification Design Framework (*) Source: Kevin Werbach http://gamifyforthewin.com/ Let’s PREZI…!
  • 23. bit.ly/d6-gamification
  • 24. Learn more? Links, books, ... ● Gameful Design by Sebastian Deterding >> bit.ly/gameful-design ● Book: "For the Win" by Kevin Werbach >> bit.ly/book-for-the-win ● "4 Keys 2 Fun" by Nicole Lazzaro >> 4k2f.com ● Links-bundle about Gamification >> bit.ly/gamification-bundle
  • 25. What was the hidden message? L E K E L Æ R E ?
  • 26. Questions? LEKE - LAGE - LÆRE ITERATE We don’t stop playing because we grow old; we grow old because we stop playing. George Bernard Shaw Play is the highest form of research. Albert Einstein :-)
  • 27. Remember remember... ● Autonomy it’s all about the Player! ● Meaningful choices ● Analytical & Creative ● Engagement & Progression
  • 28. Source: http://www.youtube.com/watch?v=2lXh2n0aPyw