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Bits & Pretzels: Gamification in a box

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Here you find the slides for the "Gamification in a box" workshop and the description of the cards and method I created. If you have any questions, you will find my E-Mail ob the last slide.

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Bits & Pretzels: Gamification in a box

  1. 1. GAMIFICATION IN A BOX @BITS&PRETZELS Jasmin Deniz Karatas SEPT 24TH + 25TH 2017
  2. 2. IT ALL STARTED AROUND 2012 WITH ONE REVOLUTIONAIRY GAME... DO YOU KNOW WHICH ONE?
  3. 3. Copyright © 2017 Accenture. All rights reserved. 3
  4. 4. Copyright © 2017 Accenture. All rights reserved. 4
  5. 5. WE THINK GAMIFICATION IS...
  6. 6. BUT WHAT IS GAMIFICATION?
  7. 7. LONG STORY SHORT 10 GAMIFICATION Gamification distills the essence that makes games so compelling, and applies it to non-game contexts to achieve practical outcomes. Copyright © 2017 Accenture. All rights reserved. GAMES COMPELLING ESSENCE NON-GAME CONTEXT PRACTICAL OUTCOME
  8. 8. MOTIVATION & BEHAVIOR
  9. 9. AND DESIGN IT
  10. 10. BUT CAREFULLY DESIGN IT...
  11. 11. BUT WHAT IS GAMIFICATION?
  12. 12. DO YOU REMEMBER THAT FEELING?
  13. 13. 16 Games trigger emotions so well... ...the hormonal outcome is so big, that it has the power... ...to change our behavior and thinking. This is the motivational boost. HORMONAL EXPERIENCE Copyright © 2017 Accenture. All rights reserved.
  14. 14. AND WHERE IS THE DIGITAL IN IT?
  15. 15. PRODUCT GAMIFICATION WORK [PLACE] GAMIFICATION MARKETING GAMIFICATION LIFE [STYLE] GAMIFICATION Loyalty through communication Development through motivation Innovation through collaboration Usage through enjoyment Making products more engaging and fun e.g. ebay (bet & win) Inspire and motivate employees towards work e.g. 20% rule of Google Unique experience designed for a product e.g. apple Customizable and measurable experience e.g. Nike+ IN BUSINESS CONTEXT GAMIFICATION
  16. 16. Copyright © 2017 Accenture. All rights reserved. 20 Serious Game Gamification (digital) Simulation Gamification (real world) • Change behavior with physical connections FocusTrain/LearnContent/Values Engage/Behavior ChangeTrain/Learn Primary Objective • Learning through decision making • Like “Hackerland” • Learning through virtual reality • Dynamic parameters ever changing • Increasing engagement and change • Applying game mechanics GAMIFICATION SPECTRUM
  17. 17. Salary Teamwork Purpose and Feedback Growth and Advancement THE DESIRE TO DEVELOP.S Copyright © 2017 Accenture. All rights reserved. 21 THE MASLOW‘S PYRAMID Self-actualization Esteem Love/ Belonging Safety Physiological
  18. 18. HMMM... AND HOW TO DESIGN IT?
  19. 19. Stakeholder = Player Activities = Gameplay Environment = Playing Field WISHES NEEDS ANALOGIES EMOTIONS Copyright © 2017 Accenture. All rights reserved. 23
  20. 20. Copyright © 2017 Accenture. All rights reserved. 24 Stakeholder = Player Activities = Gameplay Environment = Playing Field ENCOURAGE ENABLE STRUCTURE RECURRENT
  21. 21. Copyright © 2017 Accenture. All rights reserved. 25 Stakeholder = Player Activities = Gameplay Environment = Playing Field APPLICATION (DIGITAL / ANALOG) STRUCTURE / RULES REQUIREMENTS FRAMEWORK
  22. 22. NOW IT IS TIME TO PLAY!
  23. 23. Copyright © 2017 Accenture. All rights reserved. 27
  24. 24. WE WILL CREATE OUR MISSION TOGETHER.
  25. 25. OUR MISSION 29 We can impact the digital world. Others already did it, we just need start doing it. You understand what is necessary to reach this goal, so let’s play.
  26. 26. YOUR TASK 30 Create a digital gamification concept for a ”Last Mile Delivery” company, which needs your help to create new business, or help them to strengthen their core. You need to come up with an innovative process, idea or strategy 30 min Each group gets 3 minutes to present their ideas and to explain how they propose to deliver it. Background: Your Task: Time: Presentation:
  27. 27. Copyright © 2017 Accenture. All rights reserved. 31 New digital technologies & evolving customer expectationsGAMIFICATION Contribution towards the idea & users Get inspired by new Technologies DESIGN THINKING GAMIFICATION + Create empathy for customers Personalized Experience Expectations New triggers that identify important events or Moments of Truth Social Collaboration Know trends and Marketing aspects Get new insights and visions
  28. 28. Copyright © 2017 Accenture. All rights reserved. 32 A Card Game with Design Thinking and GamificationIDEA WORK Draw Cards Share them with the Team Start Ideation Create an Experience and Concepts Show Ideas and share them in a funny way
  29. 29. 33
  30. 30. Copyright © 2017 Accenture. All rights reserved. 34 VISION / GOAL The vision cards guideline what the target of the ideation round will be, e.g. "Be e-commerce sales hero" or "Be a living organization". The headline is described on the cards, to give the players an understanding of the target, so they know towards they will create towards. For one session you need to choose/ draw ONE Vision / Goal Card.
  31. 31. Copyright © 2017 Accenture. All rights reserved. 35 TECHNOLOGY / ENABLEMENT These cards are showing the newest technologies or trends on the market. For example 3D printing, wearables, touchless devices (mind control). The players need to solve the mission and task by using this technology. For one session you need to choose/ draw ONE Technology / Enablement Card.
  32. 32. Copyright © 2017 Accenture. All rights reserved. 36 PLAYERTYPE / MINDSET On these cards the player or mindest is described, which stand for a high-level personas. This card is very important, as this reflects the one you need to develop the solution for. So better look carefully at this card  For one session you need to choose/ draw ONE Playertype / Mindset Card.
  33. 33. Copyright © 2017 Accenture. All rights reserved. 37 GAMIFICATION / EMOTION This cards show various gamifcation aspects. They give an overview of the emotions which gamification evokes and a little insight of the methods/ mechanics, which could be used to trigger this emotions. The Emotions needs to be considered in the solution / idea. For one session you need to choose/ draw THREE Gamification / Emotion Card.
  34. 34. Copyright © 2017 Accenture. All rights reserved. 38 HOW TO PRESENT These cards bring the fun in the ideation. Every group can decide if they want to take a card and then need to present like described on the card (and get points for it or get no points and present their way). At the end, the team will have 30 seconds to explain their idea to the audience. You give people the option to draw one secret card - you can incentivise this by giving them 2 points, if you vote your ideas later on.
  35. 35. AND NOW WHAT YOU THINK ABOUT IT
  36. 36. GAMIFICATION @ Write me: @jasmin.deniz.karatas@acceture.com

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