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The Key To Employee Engagement:
         “Gamification”

     Joe Biglin (Class of ’84)
  LearningPort Strategies, LLC
   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.
   Human Resources

   Learning and development

   Industries and government

   Charities

   Groups, Educational and Higher Ed
Joe biglin loyola  2013
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/
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 Gamification
http://www.educause.edu/Resources/7ThingsYouShouldKnowAboutGamif/233416
   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.
Diffusion of innovations
From Wikipedia, the free encyclopedia
 (Redirected from Diffusion of Innovations)
Joe biglin loyola  2013
   A.D.D.I.E. Model

   Scaffolding

   Logical progression
•Action
•Shooter
•Roleplaying
•Simulation
•Strategy
•Side scroller
Game Development Process
                  Scripted
                     Simulation




Project                              Project
Start                                Completion




                    Abstract
Game Development Process
                        Simulation




Project                              Project
Start                                Completion

            MVP:
            *Minimal
            • Viable
            •Playable



                        Abstract
Fidelity versus Complexity
Simple and                                        Game is compelling, and
fun; not                                          offers real-world
realistic                                         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
   Chunks vs. Scaffolding

   Non – Linear

   “Just in time” vs. “Just in case”

   Who owns the Phone?

   Desktop, network, security, policy
   Chunks
   Non Linear
   “Just in time” vs “Just in case”
   Who owns the Phone?
   Desktop, network, security, policy
Serious Games               Gamification                 Game Based
                                                         Learning
Serious Games are defined   Gamification typically       Game Based Learning or
as digital games and        involves applying game       GBL is a branch of serious
equipment with an agenda    design thinking to non-      games that deals with
of educational design and   game applications to make    applications that have
beyond 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.
   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
   Tomato
   Zink
   Csikszentmihalyi
Joe biglin loyola  2013
   Mihaly Csikszentmihalyi (pronounced
    /ˈmiˈha ˈt iˈks
             ɪ ʃ      ɛntməˈha   ɪ.iˈ/
   MEE-hy CHEEK-sent-mə-HY-ee; Hungarian
Joe biglin loyola  2013
Table: Amy Jo Kim
   Intrinsic

   Extrinsic

   “Flow”
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 just
for one platform (cost averages out on multiple platforms)
Virtual World: Varies greatly, because existing engines can
reduce cost; to create a virtual world from scratch would cost a
minimum 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.
Price versus Scale
Development                                                        World of
Time XXX                                                           Warcraft: 3+
Mos.                                                               years; $100
                                                                   million




Development
Time XX Mos.
               Incident Commander:
               2 years, $300,000 (est.)
                                          Coldstone
                                          Creamery
Development
                                          Training
Time X Mos.
                                          Game: 6 mos.,
                                          $100,000 (est).


                  Cost        $           Cost      $$$     Cost       $$$$$
   Time


   Talent


   Treasure
   Business Impact

   Do we need to change?

   Decision Makers

   Budgets
   Joe Biglin
   LearningPort Strategies, LLC
   jbiglin@learningps.com

   443-803-4221
Joe biglin loyola  2013

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Joe biglin loyola 2013

  • 1. The Key To Employee Engagement: “Gamification” Joe Biglin (Class of ’84) LearningPort Strategies, LLC
  • 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. Human Resources  Learning and development  Industries and government  Charities  Groups, Educational and Higher Ed
  • 5. 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/
  • 6. 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 Gamification http://www.educause.edu/Resources/7ThingsYouShouldKnowAboutGamif/233416
  • 7. 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.
  • 8. Diffusion of innovations From Wikipedia, the free encyclopedia (Redirected from Diffusion of Innovations)
  • 10. A.D.D.I.E. Model  Scaffolding  Logical progression
  • 12. Game Development Process Scripted Simulation Project Project Start Completion Abstract
  • 13. Game Development Process Simulation Project Project Start Completion MVP: *Minimal • Viable •Playable Abstract
  • 14. Fidelity versus Complexity Simple and Game is compelling, and fun; not offers real-world realistic 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
  • 15. Chunks vs. Scaffolding  Non – Linear  “Just in time” vs. “Just in case”  Who owns the Phone?  Desktop, network, security, policy
  • 16. Chunks  Non Linear  “Just in time” vs “Just in case”  Who owns the Phone?  Desktop, network, security, policy
  • 17. Serious Games Gamification Game Based Learning Serious Games are defined Gamification typically Game Based Learning or as digital games and involves applying game GBL is a branch of serious equipment with an agenda design thinking to non- games that deals with of educational design and game applications to make applications that have beyond 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.
  • 18. 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
  • 19. Tomato  Zink  Csikszentmihalyi
  • 21. Mihaly Csikszentmihalyi (pronounced /ˈmiˈha ˈt iˈks ɪ ʃ ɛntməˈha ɪ.iˈ/  MEE-hy CHEEK-sent-mə-HY-ee; Hungarian
  • 24. Intrinsic  Extrinsic  “Flow”
  • 25. 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 just for one platform (cost averages out on multiple platforms) Virtual World: Varies greatly, because existing engines can reduce cost; to create a virtual world from scratch would cost a minimum 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.
  • 26. Price versus Scale Development World of Time XXX Warcraft: 3+ Mos. years; $100 million Development Time XX Mos. Incident Commander: 2 years, $300,000 (est.) Coldstone Creamery Development Training Time X Mos. Game: 6 mos., $100,000 (est). Cost $ Cost $$$ Cost $$$$$
  • 27. Time  Talent  Treasure
  • 28. Business Impact  Do we need to change?  Decision Makers  Budgets
  • 29. Joe Biglin  LearningPort Strategies, LLC  jbiglin@learningps.com  443-803-4221