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Game On!
Gamification for Startups
Sydney Startup Weekend July 2011
What is Gamification?

ā€¢ A process of incorporating gameplay
  elements into non-gaming
  applications, products and services


  ā€¢ Improve customer experience


  ā€¢ Build engagement


  ā€¢ Create customer loyalty


ā€¢ Designing the player journey


ā€¢ Gamification is not the core
  experience
Games engage

A structured experience


Rules + Goals + Fun


Shape positive behaviours


Create interactive experiences
Driven by the games
phenomenon

ā€¢ 10,000 hours of gameplay by age 21


ā€¢ 3 billion hours per week online


ā€¢ Higher order skill development


ā€¢ Facebook top 25 games = 76m ADU


ā€¢ World of Warcraft 12m subscribers/mth


ā€¢ Mass exodus to virtual worlds
Social disengagement
is rife


Only 20% of people are
engaged at work

 40% enrolled but not
committed

40% disengaged
A different way of
thinking

The number one focus of
a game designer is
ENGAGEMENT


Think of your start-up as
a game ...
Think like a game designer




  Know your player          Design the journey         Know the destination

Make your profile REAL.   Different stages & levels        Player goals and
 People are emotional     of experience & mastery.    objectives. What problem
 first, rational second       Let there be FUN         is your start-up solving?
Entry level gamification
is mostly extrinsic
ā€¢ Social

ā€¢ Experiences

ā€¢ Progression

ā€¢ Status & success

ā€¢ Currency & rewards

ā€¢ Scarcity

ā€¢ Design & interface

ā€¢ Multi dimensional
Start-up weekend
challenge:

ā€¢ IDEA --> LAUNCH


ā€¢ Donā€™t forget the fun factor!


ā€¢ Focus on customer engagement


ā€¢ Create meaningful experiences


ā€¢ Donā€™t let the tech get in the way


ā€¢ My challenge to you is ...
Game Pitch: Imagine if your start-up was a game...

ā€¢The name of the game is __________________

ā€¢The story is about ________________________

ā€¢The target player is _______________________

ā€¢Who will be solving the problem of _______________

ā€¢Using secret game sauce of _______________,
 _________________ and ___________________.

ā€¢I know Iā€™m winning when __________________.
Resources for your working sessions
 are provided in the remaining deck

   Good Luck and Have Fun!
How do we use
gamification?

ā€¢ Nine popular mechanics here


ā€¢ Select combinations wisely


ā€¢ Selection criteria based on:


   ā€¢ who is your customer?


   ā€¢ what is your objective?


   ā€¢ what is your budget?


ā€¢ Gamification must be fit for
  purpose
Social

ā€¢ Gaming as a social activity


ā€¢ Friends as part of the shared
  experience


ā€¢ Technique: sense of belonging


ā€¢ Mechanic: add friends,
  sharing, like/dislike, chat
Customisation

ā€¢ Personalizing the experience


ā€¢ Self expression, social
  bonding and social signaling


ā€¢ Technique: personalisation to
  increase commitment and
  barriers to exit


ā€¢ Mechanic: select and/or
  customize an avatar or chose
  your own photo or drawing
Experiences

ā€¢ Gamify the everyday, the
  routine (& the mundane)


ā€¢ Setting goals


ā€¢ Giving rewards


ā€¢ Technique: need for
  recognition & accomplishment


ā€¢ Mechanic: badges, tokens,
  trophies
Progression

ā€¢ Progression points, tracking
  and feedback


ā€¢ Feedback loops to prompt
  desired or target action


ā€¢ Technique: stimulus response
  to feedback


ā€¢ Mechanic: progress bar,
  points, prompts
Status & Success

ā€¢ Leader boards and points to
  acknowledge desired actions
  and behaviors


ā€¢ Stimulate competition and give
  recognition


ā€¢ Technique: build status and
  success, appeal to ego


ā€¢ Mechanics: leaderboards,
  points, exclusive membership
  levels and privileges, black/
  platinum/gold cards
Currency & Rewards

ā€¢ Incentives based on time or
  money


ā€¢ Built on points or tokens to
  earn virtual currency


ā€¢ Redeem virtual currency for
  virtual goods (in-game) or real
  world goods or services


ā€¢ Technique: reward seeking
  motivation


ā€¢ Mechanic: gold coins, real/
  virtual currency
Create Scarcity

ā€¢ Creating artificial economies
  to simulate scarcity in sought
  after virtual or real goods


ā€¢ Technique: encouraging
  purchases based on prestige
  and feelings on ā€˜missing outā€™
  on an offer


ā€¢ Mechanic: creation of a rare/
  scarce products, icons,
  symbols, sales promotions,
  creating perceptions of value
Design & Interface

ā€¢ Creating the look and feel of a
  game without inherent
  gameplay elements


ā€¢ Technique: create altered or
  renewed perceptions of
  existing products or services


ā€¢ Mechanic: influence
  perceptions through look/feel,
  imagery and visual
  stimulations
Multi Dimensional

ā€¢ Integrating cross-media
  functionality and interest


ā€¢ Experience of the integration of
  film, music, games and
  merchandise


ā€¢ Gamified smartphone applications
  & web services connected to real
  world activities e.g health and
  wellness


ā€¢ Technique: creating utility and
  deeper social experiences


ā€¢ Mechanic: utility, free, status
Letā€™s play:

Spot the Game Mechanic
Salesforce aimed to increase sales calls, lead info
              and conversion rates
SAP Gamification Challenge - Internal Innovation
    Event to gamify SAP software systems
The email game - to process your emails faster and
                 more effectively
Mint.com is a service that syncs with your bank and
credit card accounts to help you pay off debt and save
Gamification Examples
Workplaces

ā€¢ Project management


ā€¢ Change management


ā€¢ Email management


ā€¢ Organization design


ā€¢ ā€œThe Target Gameā€


ā€¢ Balance of Hard Fun, Easy
  Fun, Serious Fun, People Fun
 (Nicole Lazzaro)
Schools

ā€¢ ā€œWOW In Schools Campaignā€
  USA - Leadership, Teamwork,
  Collaboration, Strategy,
  Economics


ā€¢ Mathletics & Spellodrome online


ā€¢ Handheld Learning initiative UK


ā€¢ Legacy of the failure of
  ā€˜edutainmentā€™


ā€¢ Kids have high expectations of
  gameplay (& education has low
  production budgets)
Healthcare

ā€¢ Physical and cognitive therapy


ā€¢ Exercise and movement - Wii
  Fit, Kinect, Nike+, DanceGames
  & ExerGames to maintain
  motivation & focus


ā€¢ Assistive technologies and
  smart phone apps for
  medication tracking


ā€¢ ā€œMental Health Gameā€
Communities

ā€¢ Playful community ā€œstreetā€
  experiences


ā€¢ Community building


ā€¢ Games4Change Initiative


ā€¢ Institute for the Future: World
  Without Oil


ā€¢ NYPL Scavenger Hunt
  (reconnect with history, library
  books)


ā€¢ ā€œFun Theoryā€
Keep in mind
ā€¢ Donā€™t bolt on - holistic design process


ā€¢ A poor product/service/environment wonā€™t be improved by gamification


ā€¢ Game design is emergent - start slowly, carefully. Iterate. (10%design/
  90% iteration)


ā€¢ Beware of unintended consequences


ā€¢ Design around intrinsic motivators - amplify meaning, autonomy,
  mastery


ā€¢ Focus on positive behaviors by making them more visible


ā€¢ Simplicity
Thank you for playing !




            Marigo Raftopoulos
        Marigo@strategicgameslab.com
      Mobile/Cell: +61 (0)412 183735
         Skype: marigo.raftopoulos
              Twitter:@Marigo
Blog: http://talesfromthecasbah.blogspot.com
     Web: www.strategicgameslab.com

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Gamification for start ups copy

  • 1. Game On! Gamification for Startups Sydney Startup Weekend July 2011
  • 2. What is Gamification? ā€¢ A process of incorporating gameplay elements into non-gaming applications, products and services ā€¢ Improve customer experience ā€¢ Build engagement ā€¢ Create customer loyalty ā€¢ Designing the player journey ā€¢ Gamification is not the core experience
  • 3. Games engage A structured experience Rules + Goals + Fun Shape positive behaviours Create interactive experiences
  • 4. Driven by the games phenomenon ā€¢ 10,000 hours of gameplay by age 21 ā€¢ 3 billion hours per week online ā€¢ Higher order skill development ā€¢ Facebook top 25 games = 76m ADU ā€¢ World of Warcraft 12m subscribers/mth ā€¢ Mass exodus to virtual worlds
  • 5. Social disengagement is rife Only 20% of people are engaged at work 40% enrolled but not committed 40% disengaged
  • 6. A different way of thinking The number one focus of a game designer is ENGAGEMENT Think of your start-up as a game ...
  • 7. Think like a game designer Know your player Design the journey Know the destination Make your profile REAL. Different stages & levels Player goals and People are emotional of experience & mastery. objectives. What problem first, rational second Let there be FUN is your start-up solving?
  • 8. Entry level gamification is mostly extrinsic ā€¢ Social ā€¢ Experiences ā€¢ Progression ā€¢ Status & success ā€¢ Currency & rewards ā€¢ Scarcity ā€¢ Design & interface ā€¢ Multi dimensional
  • 9. Start-up weekend challenge: ā€¢ IDEA --> LAUNCH ā€¢ Donā€™t forget the fun factor! ā€¢ Focus on customer engagement ā€¢ Create meaningful experiences ā€¢ Donā€™t let the tech get in the way ā€¢ My challenge to you is ...
  • 10. Game Pitch: Imagine if your start-up was a game... ā€¢The name of the game is __________________ ā€¢The story is about ________________________ ā€¢The target player is _______________________ ā€¢Who will be solving the problem of _______________ ā€¢Using secret game sauce of _______________, _________________ and ___________________. ā€¢I know Iā€™m winning when __________________.
  • 11. Resources for your working sessions are provided in the remaining deck Good Luck and Have Fun!
  • 12. How do we use gamification? ā€¢ Nine popular mechanics here ā€¢ Select combinations wisely ā€¢ Selection criteria based on: ā€¢ who is your customer? ā€¢ what is your objective? ā€¢ what is your budget? ā€¢ Gamification must be fit for purpose
  • 13. Social ā€¢ Gaming as a social activity ā€¢ Friends as part of the shared experience ā€¢ Technique: sense of belonging ā€¢ Mechanic: add friends, sharing, like/dislike, chat
  • 14. Customisation ā€¢ Personalizing the experience ā€¢ Self expression, social bonding and social signaling ā€¢ Technique: personalisation to increase commitment and barriers to exit ā€¢ Mechanic: select and/or customize an avatar or chose your own photo or drawing
  • 15. Experiences ā€¢ Gamify the everyday, the routine (& the mundane) ā€¢ Setting goals ā€¢ Giving rewards ā€¢ Technique: need for recognition & accomplishment ā€¢ Mechanic: badges, tokens, trophies
  • 16. Progression ā€¢ Progression points, tracking and feedback ā€¢ Feedback loops to prompt desired or target action ā€¢ Technique: stimulus response to feedback ā€¢ Mechanic: progress bar, points, prompts
  • 17. Status & Success ā€¢ Leader boards and points to acknowledge desired actions and behaviors ā€¢ Stimulate competition and give recognition ā€¢ Technique: build status and success, appeal to ego ā€¢ Mechanics: leaderboards, points, exclusive membership levels and privileges, black/ platinum/gold cards
  • 18. Currency & Rewards ā€¢ Incentives based on time or money ā€¢ Built on points or tokens to earn virtual currency ā€¢ Redeem virtual currency for virtual goods (in-game) or real world goods or services ā€¢ Technique: reward seeking motivation ā€¢ Mechanic: gold coins, real/ virtual currency
  • 19. Create Scarcity ā€¢ Creating artificial economies to simulate scarcity in sought after virtual or real goods ā€¢ Technique: encouraging purchases based on prestige and feelings on ā€˜missing outā€™ on an offer ā€¢ Mechanic: creation of a rare/ scarce products, icons, symbols, sales promotions, creating perceptions of value
  • 20. Design & Interface ā€¢ Creating the look and feel of a game without inherent gameplay elements ā€¢ Technique: create altered or renewed perceptions of existing products or services ā€¢ Mechanic: influence perceptions through look/feel, imagery and visual stimulations
  • 21. Multi Dimensional ā€¢ Integrating cross-media functionality and interest ā€¢ Experience of the integration of film, music, games and merchandise ā€¢ Gamified smartphone applications & web services connected to real world activities e.g health and wellness ā€¢ Technique: creating utility and deeper social experiences ā€¢ Mechanic: utility, free, status
  • 22. Letā€™s play: Spot the Game Mechanic
  • 23. Salesforce aimed to increase sales calls, lead info and conversion rates
  • 24. SAP Gamification Challenge - Internal Innovation Event to gamify SAP software systems
  • 25. The email game - to process your emails faster and more effectively
  • 26. Mint.com is a service that syncs with your bank and credit card accounts to help you pay off debt and save
  • 27.
  • 29. Workplaces ā€¢ Project management ā€¢ Change management ā€¢ Email management ā€¢ Organization design ā€¢ ā€œThe Target Gameā€ ā€¢ Balance of Hard Fun, Easy Fun, Serious Fun, People Fun (Nicole Lazzaro)
  • 30. Schools ā€¢ ā€œWOW In Schools Campaignā€ USA - Leadership, Teamwork, Collaboration, Strategy, Economics ā€¢ Mathletics & Spellodrome online ā€¢ Handheld Learning initiative UK ā€¢ Legacy of the failure of ā€˜edutainmentā€™ ā€¢ Kids have high expectations of gameplay (& education has low production budgets)
  • 31. Healthcare ā€¢ Physical and cognitive therapy ā€¢ Exercise and movement - Wii Fit, Kinect, Nike+, DanceGames & ExerGames to maintain motivation & focus ā€¢ Assistive technologies and smart phone apps for medication tracking ā€¢ ā€œMental Health Gameā€
  • 32. Communities ā€¢ Playful community ā€œstreetā€ experiences ā€¢ Community building ā€¢ Games4Change Initiative ā€¢ Institute for the Future: World Without Oil ā€¢ NYPL Scavenger Hunt (reconnect with history, library books) ā€¢ ā€œFun Theoryā€
  • 33. Keep in mind ā€¢ Donā€™t bolt on - holistic design process ā€¢ A poor product/service/environment wonā€™t be improved by gamification ā€¢ Game design is emergent - start slowly, carefully. Iterate. (10%design/ 90% iteration) ā€¢ Beware of unintended consequences ā€¢ Design around intrinsic motivators - amplify meaning, autonomy, mastery ā€¢ Focus on positive behaviors by making them more visible ā€¢ Simplicity
  • 34. Thank you for playing ! Marigo Raftopoulos Marigo@strategicgameslab.com Mobile/Cell: +61 (0)412 183735 Skype: marigo.raftopoulos Twitter:@Marigo Blog: http://talesfromthecasbah.blogspot.com Web: www.strategicgameslab.com

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