Gamification seminar / Jan.2014 - Oslo, Norway

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

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  • >> introduction, greeting, …
    PISoP: Predictably Irrational Set of Practices
  • open the stage by playing this video!
    then “well, that was the essence of Gamification! ….”
  • WHO: quick intro about the speakers
    Kim the Gamifier!
    Yilmaz the Inkognito!
  • this is just an opening act with a smile!
  • Snapshot of the agenda
    one more thing -> inform about the hidden message
    give overview of the session ...and begin!!! and remind about the hidden-message!
    we'll follow WHAT-WHY-HOW format and continue with Hands-on section; playing the game!
  • begin with "what is NOT"
  • visual explanation of;
    > Game Elements
    > Non-Game contexts
  • focus on Predictable Irrationality aspects! and WHY this makes it the foundation of playfulness
    PISoP: Predictably Irrational Set of Practices
    And it is;
    Learning from game design techniques
    Appreciating Fun
    Predictable Irrationality :-)
  • talk about Engagement Loop by examples!
    call-to-action: sending notification, or request thru facebook
    feedback: linkedin profile completeness bar
  • The adventure begins when you regard your audience as "Players", not customers or employees!
    > talk about "Player Types", importance in identifying the target, etc
  • Progression Ladder, this plays critical role for the motivation of your players.
    Developing mastery by going thru stages of ongoing challenges; Onboarding - Scaffolding - Pathways to mastery
    TODO: onboarding/scaffolding, make it simpler. e.g. use only “onboarding”
  • THAT’s the MAGIC SLIDE! again
  • give Badge to the audience!
  • Note: these questions are borrowed from D6 framework preparation
    make reference when presenting, and elaborate!
  • note: this slide is “visual-trigger” to make audience laugh just before we move into examples
  • use fsq “mayorship” as example of
    > social recognition & loss aversion
  • use fsq “mayorship” as example of
    > social recognition & loss aversion
  • Example: The Speed Camera Lottery
    Changing behavior with positive reinforcement
  • Example: The Speed Camera Lottery
    Changing behavior with positive reinforcement
  • >> Embed meeterate game in this section
    trigger engagement, for audience to play
  • Talk about D6 framework by Kevin Werbach
    quick overview, elaborate with basic example
  • D6 framework by Kevin Werbach
    quick overview, elaborate with basic example
    “D” comes from Design!
  • we came back from prezi
  • Bucket of links for books, articles, etc etc
    - Werbach's book
    - links to papers, slides, ...
  • while QA part, keep this slide in the background
  • keep this while greeting
  • THAT’s the MAGIC SLIDE! again
  • THAT’s the MAGIC SLIDE! again
  • Gamification seminar / Jan.2014 - Oslo, Norway

    1. 1. “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 ]
    2. 2. WHO are We? Yilmaz Kim
    3. 3. Slides are... SLICED!
    4. 4. Slices... • What • Why • How • with Examples! :-) ...and one more thing •
    5. 5. Gamification is... • NOT Rocket science :-) • NOT just for marketing or sales • NOT just Points, Badges, Leaderboards • NOT Making everything a game
    6. 6. Gamification is... The use of game elements & game design techniques in non-game contexts.
    7. 7. Huh? Game Elements Non-Game Contexts •Some objectives other than success in the game •Business, school, social impact, etc. Image Source: Kevin Werbach W
    8. 8. PISP! Predictable Irrationality Learning Source? -> Dan Ariely http://danariely.com/ O
    9. 9. Engagement Loop Motivation: Call to Action! Action: DO it! Feedback: Visible Progress R
    10. 10. 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
    11. 11. Progression Ladder (Player journey) MATRIX! Pathways to Mastery Onboarding
    12. 12. Remember when... Designing a Gamified flow • Autonomy: it’s all about the Player! • Meaningful choices • Analytical & Creative • Engagement & Progression • Challenges with rewarding experience
    13. 13. Congratulations! WO RK
    14. 14. 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
    15. 15. s
    16. 16. [Example-1] Social Recognition with Loss Aversion! P
    17. 17. Source: http://www.youtube.com/watch?v=iynzHWwJXaA L
    18. 18. [Example-2] Changing behavior with positive reinforcement A
    19. 19. meeterate http://bit.ly/ Y
    20. 20. [Example-3] Presenting people & skills with playful challenges PL AY
    21. 21. and… HOW?
    22. 22. 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/
    23. 23. bit.ly/d6-gamification
    24. 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. 25. What was the hidden message? W O R K ? is P L A Y
    26. 26. Questions? LEKE - LAGE - LÆRE ITERATE Albert Einstein :-) Play is the highest form of research.
    27. 27. Remember when... Designing a Gamified flow • Autonomy: it’s all about the Player! • Meaningful choices • Analytical & Creative • Engagement & Progression • Challenges with rewarding experience
    28. 28. 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?

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