Gamification seminar / Jan.2014 - Oslo, Norway
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Gamification seminar / Jan.2014 - Oslo, Norway

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Gamification - breakfast seminar

Gamification - breakfast seminar
@ Teknologihuset / Oslo (28.jan.2014)

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  • >> introduction, greeting, … <br /> PISoP: Predictably Irrational Set of Practices <br />
  • open the stage by playing this video! <br /> then “well, that was the essence of Gamification! ….” <br />
  • WHO: quick intro about the speakers <br /> Kim the Gamifier! <br /> Yilmaz the Inkognito! <br />
  • this is just an opening act with a smile! <br />
  • Snapshot of the agenda <br /> one more thing -> inform about the hidden message <br /> give overview of the session ...and begin!!! and remind about the hidden-message! <br /> we&apos;ll follow WHAT-WHY-HOW format and continue with Hands-on section; playing the game! <br />
  • begin with "what is NOT" <br />
  • visual explanation of; <br /> > Game Elements <br /> > Non-Game contexts <br />
  • focus on Predictable Irrationality aspects! and WHY this makes it the foundation of playfulness <br /> PISoP: Predictably Irrational Set of Practices <br /> And it is; <br /> Learning from game design techniques <br /> Appreciating Fun <br /> Predictable Irrationality :-) <br />
  • talk about Engagement Loop by examples! <br /> call-to-action: sending notification, or request thru facebook <br /> feedback: linkedin profile completeness bar <br />
  • The adventure begins when you regard your audience as "Players", not customers or employees! <br /> > talk about "Player Types", importance in identifying the target, etc <br />
  • Progression Ladder, this plays critical role for the motivation of your players. <br /> Developing mastery by going thru stages of ongoing challenges; Onboarding - Scaffolding - Pathways to mastery <br /> TODO: onboarding/scaffolding, make it simpler. e.g. use only “onboarding” <br />
  • THAT’s the MAGIC SLIDE! again <br />
  • give Badge to the audience! <br />
  • Note: these questions are borrowed from D6 framework preparation <br /> make reference when presenting, and elaborate! <br />
  • note: this slide is “visual-trigger” to make audience laugh just before we move into examples <br />
  • use fsq “mayorship” as example of <br /> > social recognition & loss aversion <br />
  • use fsq “mayorship” as example of <br /> > social recognition & loss aversion <br />
  • Example: The Speed Camera Lottery <br /> Changing behavior with positive reinforcement <br />
  • Example: The Speed Camera Lottery <br /> Changing behavior with positive reinforcement <br />
  • >> Embed meeterate game in this section <br /> trigger engagement, for audience to play <br />
  • Talk about D6 framework by Kevin Werbach <br /> quick overview, elaborate with basic example <br />
  • D6 framework by Kevin Werbach <br /> quick overview, elaborate with basic example <br /> “D” comes from Design! <br />
  • we came back from prezi <br />
  • Bucket of links for books, articles, etc etc <br /> - Werbach&apos;s book <br /> - links to papers, slides, ... <br />
  • while QA part, keep this slide in the background <br />
  • keep this while greeting <br />
  • THAT’s the MAGIC SLIDE! again <br />
  • THAT’s the MAGIC SLIDE! again <br />

Gamification seminar / Jan.2014 - Oslo, Norway Gamification seminar / Jan.2014 - Oslo, Norway Presentation Transcript

  • “We don't stop playing because we grow old; we grow old because we stop playing.” -- George Bernard Shaw Gamification Frokostseminar January 2014 / Oslo - Norway Yilmaz Guleryuz [ @WareNinja ] Kim Leskovsky [ @iterate_no ]
  • WHO are We? Yilmaz Kim
  • Slides are... SLICED!
  • Slices... • What • Why • How • with Examples! :-) ...and one more thing •
  • Gamification is... • NOT Rocket science :-) • NOT just for marketing or sales • NOT just Points, Badges, Leaderboards • NOT Making everything a game
  • Gamification is... The use of game elements & game design techniques in non-game contexts.
  • Huh? Game Elements Non-Game Contexts •Some objectives other than success in the game •Business, school, social impact, etc. Image Source: Kevin Werbach W
  • PISP! Predictable Irrationality Learning Source? -> Dan Ariely http://danariely.com/ O
  • Engagement Loop Motivation: Call to Action! Action: DO it! Feedback: Visible Progress R
  • Bartle's “Player” Types Example.1: 60% Achiever 40% Killer Example.2: 10% Killer 50% Socializer 40% Explorer Example.3: 60% Achiever 40% Explorer Bartle's model: http://en.wikipedia.org/wiki/Bartle_Test Image Source: http://frankcaron.com/Flogger/?p=1732 K
  • Progression Ladder (Player journey) MATRIX! Pathways to Mastery Onboarding
  • Remember when... Designing a Gamified flow • Autonomy: it’s all about the Player! • Meaningful choices • Analytical & Creative • Engagement & Progression • Challenges with rewarding experience
  • Congratulations! WO RK
  • 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? i
  • s
  • [Example-1] Social Recognition with Loss Aversion! P
  • Source: http://www.youtube.com/watch?v=iynzHWwJXaA L
  • [Example-2] Changing behavior with positive reinforcement A
  • meeterate http://bit.ly/ Y
  • [Example-3] Presenting people & skills with playful challenges PL AY
  • and… HOW?
  • Any Frameworks? D6 Gamification Design Framework (*) [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 Let’s PREZI! bit.ly/d6-gamification (*) Source: Kevin Werbach http://gamifyforthewin.com/
  • bit.ly/d6-gamification
  • 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
  • What was the hidden message? W O R K ? is P L A Y
  • Questions? LEKE - LAGE - LÆRE ITERATE Albert Einstein :-) Play is the highest form of research.
  • Remember when... Designing a Gamified flow • Autonomy: it’s all about the Player! • Meaningful choices • Analytical & Creative • Engagement & Progression • Challenges with rewarding experience
  • Some ideas to practice with... • • • • How can we increase the use of trashbin in the parks? How can we encourage people buying more vegetables? Increase motivation to try/learn new stuff. How can we Gamify this? How to apply Gamification techniques for Agile teams?