Hvbf 2013 #3


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Hvbf 2013 #3

  1. 1. The Key To Employee Engagement: “Gamification”Joe Biglin LearningPort Strategies, LLC
  2. 2.  Wikipedia- Gamification is the use of game- thinking and game mechanics in non-game contexts in order to engage users and solve problems. Gamification is used in applications and processes to improve user engagement, ROI, data quality, timeliness, and learning.
  3. 3.  Human Resources Learning and development Industries and government Charities Groups, Educational and Higher Ed
  4. 4. Marriot recently launched a Facebook game aimed at recruiting to fill their 50k open positions around the globe. MyMarriotHotel aims to entice candidates to consider the hospitality industry for their career choice. David Rodriguez, Marriott’s VP of global human resources told Springwise, “This game allows us to showcase the world of opportunities and the growth potential attainable in hospitality careers, especially in cultures where the service industry might be less established or prestigious.” Source - http://www.springwise.com/tourism_ travel/marriottgame/
  5. 5. Gamification in education… is wide-ranging in higher education, from extra-credit awards and in-class team competitions to complex multi-level schemes that can pervade a course. has the potential to help build connections, drawing in shy students, supporting collaboration, and engendering interest in course content that students might not have otherwise explored. offers creative opportunities to enliven instruction with contests, leader boards, or badges that give students opportunities for recognition and a positive attitude toward their work. can spur students’ concentration and interest and lead to more effective learning.Source: EDUCAUSE - 7 Things You Should Know About Gamificationhttp://www.educause.edu/Resources/7ThingsYouShouldKnowAboutGamif/233416
  6. 6.  What is the Business purpose for gamification? Who is the target audience? How long does it take to develop? How much does it cost? Who can develop an application? How do I measure the results (ROI) Is my organization ready for gamification.
  7. 7. Diffusion of innovationsFrom Wikipedia, the free encyclopedia (Redirected from Diffusion of Innovations)
  8. 8.  A.D.D.I.E. Model Scaffolding Logical progression
  9. 9. Game Development Process SimulationProject ProjectStart Completion Abstract
  10. 10. Game Development Process SimulationProject ProjectStart Completion MVP: *Minimal • Viable •Playable Abstract
  11. 11. Fidelity versus ComplexitySimple and Game is compelling, andfun; not offers real-worldrealistic problems and solutions. Game is fun to play; does not Players keep playing; accurately model real world learn, and retain situations. Players have fun knowledge and don’t learn what they need to know Perfect model of real world; game is slow, difficult to play, and players quickly lose interest Extremely realistic, complex simulation
  12. 12.  Chunks vs. Scaffolding Non – Linear “Just in time” vs. “Just in case” Who owns the Phone? Desktop, network, security, policy
  13. 13. Serious Games Gamification Game Based LearningSerious Games are defined Gamification typically Game Based Learning oras digital games and involves applying game GBL is a branch of seriousequipment with an agenda design thinking to non- games that deals withof educational design and game applications to make applications that havebeyond entertainment them more fun and defined learning engaging. It has been outcomes. GBL balances called one of the most subject matter learning important trends in and game play with the technology by several objectives of retaining and industry experts and can applying said subject potentially be applied to matter in the real world any industry and almost anything to create fun and engaging experiences.
  14. 14.  Expert Judges Form Group Give Task  Three words for your group to pronounce  Your group solves task  Report back for judging  Awarding “prize”  Evaluation of task completing
  15. 15.  Tomato Zink Csikszentmihalyi
  16. 16.  Mihaly Csikszentmihalyi (pronounced /ˈmiˈha ˈt iˈks ɪ ʃ ɛntməˈha ɪ.iˈ/ MEE-hy CHEEK-sent-mə-HY-ee; Hungarian
  17. 17. Table: Amy Jo Kim
  18. 18.  Intrinsic Extrinsic “Flow”
  19. 19. Average PC Game/Simulation: $100,000-$20 million+. Social(Facebook) and casual games average $30,000-$300,000.Console Game: $3-$5 million per platform, $10 million if justfor one platform (cost averages out on multiple platforms)Virtual World: Varies greatly, because existing engines canreduce cost; to create a virtual world from scratch would cost aminimum of $500,000.Handheld/Mobile Game: From less than $10,000 to as much as$150,000 depending upon the complexity of the application.Flash Game: Depending upon complexity, from as little as$1,000 to $50,000 or more.
  20. 20. Price versus ScaleDevelopment World ofTime XXX Warcraft: 3+Mos. years; $100 millionDevelopmentTime XX Mos. Incident Commander: 2 years, $300,000 (est.) Coldstone CreameryDevelopment TrainingTime X Mos. Game: 6 mos., $100,000 (est). Cost $ Cost $$$ Cost $$$$$
  21. 21.  Time Talent Treasure
  22. 22.  Business Impact Do we need to change? Decision Makers Budgets
  23. 23.  Joe Biglin LearningPort Strategies, LLC jbiglin@learningps.com 443-803-4221