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Gamifica'on Social Responsibility
by SoInterac've
Małgorzata Kendziorek
Consul'ng Solu'ons Manager
Katarzyna Kałwak
Crea've Director
bussiness
creation
Katarzyna Korecka
Junior Researcher &
Documentalist
research
Gamifica'on is
user-centric.
… and they have a full spectrum of
gamifica'on mechanics to achieve
that.
badges team challengesawards leaderboardslevels
Gamifica'on designers are focused
on users’ ac'vi'es, feelings and
their individual progresses…
Gamifica'on tools change user’s
behaviors, such as:
learning
work
ac'vi'es
habits
lifestyle
FMCG leader — an example for learning
GAMIFICATION MECHANICS
levels
leaderboards
educa'onal tasks
worlds
user profile
individual reputa'on
How gamifica'on influences
on learning?
• Storytelling that encourages users to
expand their knowledge
• Educa'onal tasks in a form of
immersive games
• A leaderboard to strengthen the
rivalry between the players
• Knowledge base — a place to check
any necessary informa'on (needed
to solve the tasks)
SoTower — an example for work ac'vi'es
gamification mechanics
individual reputa'on
user profile
levels
trophies
• Increasing employees engagement
• Defining clear goals
• Support the rivalry by public
visualiza'on of employee’s
achievements
• BeQer iden'fica'on with company’s
values and rules
• Healthy compe''on: user’s progress
at work is visible for his colleagues
How gamifica'on influences on
work ac'vi'es?
ActGood — an example for habits
leaderboards badges
individual reputa'on
ranks
• Encourage people to type their
deeds
• The best posts were
appreciated by hearts
• Mechanics similar to Advent
Calendar — each day reveals a
new good deed
• Compe''on that supports a
good will
How gamifica'on influences
on habits?
JetBlue — an example for lifestyle
• Traveling around the world and
building user’s status as an
explorer
• Sharing travel badges in a form
of virtual achievements
• Invi'ng friends to True Blue
program
• Expending an interac've map of
flights
How gamifica'on influences
on lifestyle?
But gamifica'on does a lot more than that.
We can’t design gamifica'on
projects without a wider context
Each user has some social roles — he is a
part of various social circles and he is also a
ci'zen of the Earth.
Gamifica'on influences on
user’s surroundings:
neighborhood social groupsnatural environment
One must feel responsible for the change as well as the
results when using Gamifica2on.
Bernardo Crespo Velasco
Digital Transforma'on Leader 

@DIVISADERO
Gamifica'on influences not only on behaviors, gamifica'on creates
short- and long-term results and affects user’s environment.
Gabe Zicherman’s code of gamifica'on ethics
& our exper'se confirm that.
1. I will strive to design systems
that help individuals,
organiza'ons and socie'es
achieve their true poten'al, ac'ng
consistently with their values and
enlightened interest.
The Code of Gamifica'on Ethics
By Gabe Zichermann
2. I will not obfuscate the use
of game mechanics with intent
to deceive users about the
purpose or objec'ves of the
system.
The Code of Gamifica'on Ethics
By Gabe Zichermann
3. Where prac'cal by law and
contract, I will make an effort to
share what I’ve learned about
mo'va'ng behavior with the
community so that others may
leverage this understanding to
advance society and the state
of the art.
The Code of Gamifica'on Ethics
By Gabe Zichermann
Conclusion: We can’t focus only on an individual user.
So, how good gamifica'on should look like?
Let’s start with our case, strongly connected
with work environment:
Imagine…

• call center employees that sell financial
services
• in a highly result-targeted
environment
• with a strong rivalry between them
• and compe''ve a_tude (both: work &
private life)
• also there is a tendency to cri'cize
• and dominate peaceful people by
charisma'c employees
Possible consequences of bad-
designed gamifica'on may:
• support nega've behaviors and
cause team conflicts
• decrease employee turnover rate
• influence on nega've atmosphere
and „rat race” a_tude
• create emo'onal overload
• we suggested to use educa'onal duels with
randomly chosen people — to avoid
unhealthy rivalry that decreases self esteem.

• we put an accent on posi've behaviors (nice
talk with a client, sugges'ng new ideas, etc.)
— to appreciate someone publicly.
Our solu'on
• we also reduced bad and disrup've
ways of mo'va'ng employees and
focused on fast iden'fica'on on
individual strong competences to
iden'fy employee that he can find his
place in a team.
Our solu'on
We believe that a nega've mind will never give you a posi've
life. That’s why our mechanics strengthen the best skills and
posi've a_tude to work.
Lead Master
Party Starter
The Best Invoice
Problem Solver
Fast and Furious
Next case. Voluntary spirit and
gamifica'on… Together?
Imagine a company…
… that sells sodware. 100 employees
— developers, project managers,
graphic designers. How to encourage
them to take part in voluntary ac'on
for kids?
Possible consequences of bad
gamifica'on…
• lack of engagement
• clear goal is missing
• too much gamifica'on
mechanics (annoying, disturbing)
• not clear rules cause confusion
… and good gamifica'on
• employees (players) are divided by
teams
• no oppressive mechanics
• individual success = team success
• team iden'ty supported by emblems
• common goal described by clear rules
Let’s see how it worked and
what we achieved:
Gamifica'on influences not only on behaviors,
gamifica'on creates short- and long-term
results and affects user’s environment.
Thank you for your aen'on!
/sointeractive
@SoInteractive
/sointeractive

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GSRpresentation

  • 2. Małgorzata Kendziorek Consul'ng Solu'ons Manager Katarzyna Kałwak Crea've Director bussiness creation Katarzyna Korecka Junior Researcher & Documentalist research
  • 4. … and they have a full spectrum of gamifica'on mechanics to achieve that. badges team challengesawards leaderboardslevels Gamifica'on designers are focused on users’ ac'vi'es, feelings and their individual progresses…
  • 5. Gamifica'on tools change user’s behaviors, such as: learning work ac'vi'es habits lifestyle
  • 6. FMCG leader — an example for learning
  • 8. How gamifica'on influences on learning? • Storytelling that encourages users to expand their knowledge • Educa'onal tasks in a form of immersive games • A leaderboard to strengthen the rivalry between the players • Knowledge base — a place to check any necessary informa'on (needed to solve the tasks)
  • 9. SoTower — an example for work ac'vi'es
  • 11. • Increasing employees engagement • Defining clear goals • Support the rivalry by public visualiza'on of employee’s achievements • BeQer iden'fica'on with company’s values and rules • Healthy compe''on: user’s progress at work is visible for his colleagues How gamifica'on influences on work ac'vi'es?
  • 12. ActGood — an example for habits
  • 14. • Encourage people to type their deeds • The best posts were appreciated by hearts • Mechanics similar to Advent Calendar — each day reveals a new good deed • Compe''on that supports a good will How gamifica'on influences on habits?
  • 15. JetBlue — an example for lifestyle
  • 16.
  • 17. • Traveling around the world and building user’s status as an explorer • Sharing travel badges in a form of virtual achievements • Invi'ng friends to True Blue program • Expending an interac've map of flights How gamifica'on influences on lifestyle?
  • 18. But gamifica'on does a lot more than that.
  • 19. We can’t design gamifica'on projects without a wider context Each user has some social roles — he is a part of various social circles and he is also a ci'zen of the Earth.
  • 20. Gamifica'on influences on user’s surroundings: neighborhood social groupsnatural environment
  • 21. One must feel responsible for the change as well as the results when using Gamifica2on. Bernardo Crespo Velasco Digital Transforma'on Leader 
 @DIVISADERO
  • 22. Gamifica'on influences not only on behaviors, gamifica'on creates short- and long-term results and affects user’s environment.
  • 23. Gabe Zicherman’s code of gamifica'on ethics & our exper'se confirm that.
  • 24. 1. I will strive to design systems that help individuals, organiza'ons and socie'es achieve their true poten'al, ac'ng consistently with their values and enlightened interest. The Code of Gamifica'on Ethics By Gabe Zichermann
  • 25. 2. I will not obfuscate the use of game mechanics with intent to deceive users about the purpose or objec'ves of the system. The Code of Gamifica'on Ethics By Gabe Zichermann
  • 26. 3. Where prac'cal by law and contract, I will make an effort to share what I’ve learned about mo'va'ng behavior with the community so that others may leverage this understanding to advance society and the state of the art. The Code of Gamifica'on Ethics By Gabe Zichermann
  • 27. Conclusion: We can’t focus only on an individual user.
  • 28. So, how good gamifica'on should look like?
  • 29. Let’s start with our case, strongly connected with work environment:
  • 30. Imagine…
 • call center employees that sell financial services • in a highly result-targeted environment • with a strong rivalry between them • and compe''ve a_tude (both: work & private life) • also there is a tendency to cri'cize • and dominate peaceful people by charisma'c employees
  • 31. Possible consequences of bad- designed gamifica'on may: • support nega've behaviors and cause team conflicts • decrease employee turnover rate • influence on nega've atmosphere and „rat race” a_tude • create emo'onal overload
  • 32. • we suggested to use educa'onal duels with randomly chosen people — to avoid unhealthy rivalry that decreases self esteem.
 • we put an accent on posi've behaviors (nice talk with a client, sugges'ng new ideas, etc.) — to appreciate someone publicly. Our solu'on
  • 33. • we also reduced bad and disrup've ways of mo'va'ng employees and focused on fast iden'fica'on on individual strong competences to iden'fy employee that he can find his place in a team. Our solu'on
  • 34. We believe that a nega've mind will never give you a posi've life. That’s why our mechanics strengthen the best skills and posi've a_tude to work. Lead Master Party Starter The Best Invoice Problem Solver Fast and Furious
  • 35. Next case. Voluntary spirit and gamifica'on… Together?
  • 36. Imagine a company… … that sells sodware. 100 employees — developers, project managers, graphic designers. How to encourage them to take part in voluntary ac'on for kids?
  • 37. Possible consequences of bad gamifica'on… • lack of engagement • clear goal is missing • too much gamifica'on mechanics (annoying, disturbing) • not clear rules cause confusion
  • 38. … and good gamifica'on • employees (players) are divided by teams • no oppressive mechanics • individual success = team success • team iden'ty supported by emblems • common goal described by clear rules
  • 39. Let’s see how it worked and what we achieved:
  • 40.
  • 41. Gamifica'on influences not only on behaviors, gamifica'on creates short- and long-term results and affects user’s environment.
  • 42. Thank you for your aen'on! /sointeractive @SoInteractive /sointeractive