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MARKETREVOLUTION.IT 
GAMIFICATION - INSPIRING ROUTE 
GAMIFICATION 
INSPIRING ROUTE 
@MKTRVLTN 
16/10/2014
WELCOME 
Thanks for coming 
GAMIFICATION - INSPIRING ROUTE 2
@MKTRVLTN 
#INSPIRINGROUTE
HOW MANY GAMERS 
ARE THERE 
IN THE WORLD? 
GAMIFICATION - INSPIRING ROUTE 4
1.2 BILLIONS 
Source: Spilgame, 2013 
GAMIFICATION - INSPIRING ROUTE 5
GAMIFICATION ARENA 
persone, concetti, confini
What drives gamers? 
Extrinsic motivators 
status 
showing my 
talents 
power 
“getting one over” 
on others 
access 
to new 
opportunities 
stuff 
money, gadgets... 
well, stuff! 
Source: Gamification.co, Oct 2011 
GAMIFICATION - INSPIRING ROUTE 7
What drives gamers? 
Intrinsic motivators 
Mastery 
make progress and get better 
at something that matters 
Autonomy 
making choices and 
direct our own life 
Purpose 
act for something that 
matters 
Source: Gamification.co, Oct 2011 
GAMIFICATION - INSPIRING ROUTE 8
This story starts in London 
At the House of Commons 
GAMIFICATION - INSPIRING ROUTE 9
Investigate your MP’s expenses 
HOW TO PLAY 
Join us in digging through the MP’s 
expenses to review each document. 
Your mission: Decide whether it contains 
interesting information, and extract the 
key facts. 
If you find something interesting, simply 
hit the button “Investigate this!” 
Making it feel like a game 
In 3 days, 20K players had already analyzed more than 170K files. 
Source: Reality is broken, 2011 
GAMIFICATION - INSPIRING ROUTE 10
“...learning depends on the will, which cannot be 
forced [...] 
Let him strive for victory now and then, and 
generally suppose that he gains it; and let his 
powers be called forth by rewards such as prizes.” 
Source: Postdam University - NY 
- Quintiliano, Institutio Oratoria - 
GAMIFICATION - INSPIRING ROUTE 11
Some history on gamification 
“..gameification of the 
web. The basic idea is 
taking game mechanics 
and applying to other 
web properties to 
increase engagement.” 
2003 2008 2010 2011 
The first consultancy 
specialised in 
“Gamification” 
by Nick Pelling 
First 
documented use 
of the term 
on Bret Terrill’s blog 
Break through 
Thanks to 
Jessy Schell & 
Jane McGonigal 
Gartner adds 
“Gamification” to his cycle 
Source: Gameifications.com, August 2011 
GAMIFICATION - INSPIRING ROUTE 102
Source: Gamified.co.uk 
Gamification brings game experience to real 
world and in non-game contexts aiming at: 
• keeping people engaged 
• making them collaborate 
• driving their behaviors 
GAMIFICATION - INSPIRING ROUTE 13
Game elements 
Make gamification work 
How we design game environment 
GAME MECHANICS 
POINTS LEVELS VIRTUAL 
SPACES 
LEADER GIFTS 
BOARDS 
CHALLENGES 
REWARD STATUS SELF-EXPRESSION 
ACHIEVEMENT COMPETITION ALTRUISM 
What mechanics cause 
GAME DYNAMICS 
Source: Del Pizzo, May 2014 
GAMIFICATION - INSPIRING ROUTE 14
Non-game contexts 
Let’s see a few 
Source: Marketsandmarkets.com, June 2013 
GAMIFICATION - INSPIRING ROUTE 15
Keeping people engaged 
Through the flow state 
“The flow is the 
optimal experience 
characterized as a 
state of being fully 
focused and 
engaged in an 
activity” 
It has been regarded as one of the most important 
psychological outcomes of gamification (and games) 
Source: Flow in Gamification, August 2014 
GAMIFICATION - INSPIRING ROUTE 16
Go with the flow 
concentration 
challenge-skill balance 
clear goals 
immediate feedback 
control 
time transformation 
Source: Flow in Gamification, August 2014 
GAMIFICATION - INSPIRING ROUTE 17
Drivers 
The future belongs to those who play games 
NINTENDO GENERATION 
born in the ‘80s 
LIMITED ATTENTION SPAN 
remember the gold fish? 
THE INTERNET 
everyone can partecipate 
Source: Market Revolution, 2014 
GAMIFICATION - INSPIRING ROUTE 18
Source: Gamified.co.uk 
Different sides of games 
Let’s map it! 
GAME INSPIRED 
DESIGN 
GAMIFICATION 
SERIOUS GAME 
GAME 
GAME 
SHAPE 
GAME 
ELEMENTS 
GAME 
PLAYS 
JUST FOR 
FUN 
GAMIFICATION - INSPIRING ROUTE 19
Games can be serious 
How to solve a 15-year-old AIDS problem in 3 weeks 
A decade of attempts to solve 
the crystal structure of M-PMV - 
an AIDS-related enzyme. 
Foldit gamers were able to 
generate models of sufficient 
quality to help unlock the 
structure of M-PMV, that the 
scientific community had been 
unable to unlock for a decade. 
Source: Time, Sept 2014 
GAMIFICATION - INSPIRING ROUTE 20
“You don’t fail in games. 
“You don’t fail in games. 
If you don’t pass a stage, you reflect back on 
what you need to change and improve on and 
If you don’t pass a stage, you reflect back on 
what you need to change and improve on and 
you play again.” 
you play again.” 
GAMIFICATION - INSPIRING ROUTE 21
FROM A BUSINESS POINT OF VIEW 
modelli e strategie per le aziende
The “features” economy 
How it used to be 
HARD DATA 
EYEBALL 
MINDSHARE 
Where is the value? What we compete for? 
Source: Youtube, 2011; Reality is broken, 2012.. 
GAMIFICATION - INSPIRING ROUTE 23
“I really can't take it anymore” 
In the meantime consumers have changed (a lot) 
Testo slide 
OVERINFORMED HYPERACTIVE MULTITASKING MARKETING 
Source; Market Revolution, 2014. 
LOOKING FOR 
NEW MEANINGS 
IMMUNE 
GAMIFICATION - INSPIRING ROUTE 24
The evolution of the consumer 
How his mentality has revolutionized? 
USER PLAYER 
passive | individual | indifferent active | collaborative | involved 
GAMIFICATION - INSPIRING ROUTE 25
The “engagement” economy 
Works by involving and motivating its participants looking for 
intrinsic values and rewards. 
MEANING 
BRAIN CYCLE 
HEARTSHARE 
“People don’t want features but meaning” 
Source: Reality is broken, 2012; Youtube, 2014; Deloitte, 2014. 
GAMIFICATION - INSPIRING ROUTE 26
How to address these new needs? 
GAMIFICATION - INSPIRING ROUTE 27
Put gamification to work 
What makes it so powerful and sticking to the new scenario? 
The Three F’s of Gamification 
FEEDBACK FRIENDS FOCUS 
seamless communication + 
progress 
Source: Gamification.co, Jan 2012. 
social context + meaningful 
interactions 
challenge + achievement + 
improvement 
BEHAVIOUR CHANGE & ENGAGEMENT 
GAMIFICATION - INSPIRING ROUTE 28
New challenges, new opportunities 
GAMIFICATION - INSPIRING ROUTE 29
Application for organizations 
Areas where we can create value through gamification 
INTERNAL 
Drive Innovation 
Recruit New Employees 
Motivate Employees 
Provide Feedback 
and Employee Development 
Educate and Train Employees 
Employee Communication 
and Collaboration 
EXTERNAL 
Crowdsource Innovation 
Expedite Customer Service 
Encourage Engagement 
Supplement Loyalty Programs 
Engage Brand Influencers and Advocates 
Increase Physical Traffic Via Mobile 
Gather Actionable Data 
Source: Altimeter Group, Nov 2013. 
GAMIFICATION - INSPIRING ROUTE 30
Application for organizations 
Areas where we can create value through gamification 
GAMIFICATION - INSPIRING ROUTE 
INTERNAL EXTERNAL 
31 
Source: Altimeter Group, Nov 2013. 
Drive Innovation 
Recruit New Employees 
Motivate Employees 
Provide Feedback 
and Employee Development 
Educate and Train Employees 
Employee Communication 
and Collaboration 
Crowdsource Innovation 
Expedite Customer Service 
Encourage Engagement 
Supplement Loyalty Programs 
Engage Brand Influencers and Advocates 
Increase Physical Traffic Via Mobile 
Gather Actionable Data
Engine Yard 
How to create self-serving customers? 
Source: Badgeville.com, May 2012 
Problem 
Lack of customer interaction and 
support staff overworking on customer tickets instead of important issues 
Solution 
Online customer community based on gamification implemented with Badgeville 
• help other users and product development 
• create customer driven content in a self-serving nature 
• get and give quicker answers 
• be rewarded by badges for answers 
Increase in customer engagement by 40% 
Reduction of 20% in customer tickets 
40% decrease in customer response time 
GAMIFICATION - INSPIRING ROUTE 32
Ford 
How to motivate and gear employees? 
Source: Bunchball.com, June 2013 
Problem 
Support sales, parts and service employees 
that lack constant use on learning portals of the company 
Solution 
Online collaborative community based on gamification to train and motivate 
employees and to deliver the customer experience and increase sales 
• perform tasks and missions to pass levels 
• enhance reputation with visible badges 
• collaborate with teams, compete with individuals 
• challenge trivias to sustain knowledge 
Over 100.000 unique visits from day one 
Actions increased by 60% by week five 
Increased engagement, performance and sales. 
GAMIFICATION - INSPIRING ROUTE 33
Adopt & evolve 
Models, process, metrics, roles 
GAMIFICATION - INSPIRING ROUTE 34
Adapt your model 
3 kind of organization 
Company-as-a- 
MASTER 
Company-as-a- 
PLAYGROUND 
Company-as-a- 
TEAMMATE 
GAMIFICATION - INSPIRING ROUTE 35
Master 
The company lead customers to achieve their goals through an experience 
that acts both as guide and reinforcement. 
GAMIFICATION - INSPIRING ROUTE 36
Codecademy 
An education company that create an engaging educational experience 
to make people learn to code 
24 million people learning to code with Codecademy 
“If you are able to take 
the things that are in 
your head and make 
them reality... 
Source: Youtube, Feb 2014; Crunchbase, Oct 2014. 
...you are more likely to 
live the life that you 
actually wanna live” 
GAMIFICATION - INSPIRING ROUTE 37
Playground 
The company provides a space within which the consumer can write his own 
experience in order to complete his mission and create a community 
GAMIFICATION - INSPIRING ROUTE 38
Nike+ 
A “Massive Multiplayer Online Game” created for enthusiasts 
and casual runners that integrates web, mobile and activity tracker 
As of 2013, 18 million people upload millions 
of miles runned and 
Nike’s profit increased by 18%. 
Setting goals to display 
privately and publicly 
Challenging other runners 
individually and in groups 
Training with coaches 
and sports stars 
Rolling up all the data in a 
personal dashboard 
Mapping and 
sharing runs 
Listening music on 
running creating 
playlists,sharing 
Joining local nike run 
clubs and partecipating to 
nike events 
Q&Aing on forums 
and blogs 
Source: Market Revolution 2014.. 
GAMIFICATION - INSPIRING ROUTE 39
Teammate 
The company engage with the customer as a peer, supporting him, 
and participating throughout the experience 
that leads to the accomplishment of his purpose. 
GAMIFICATION - INSPIRING ROUTE 40
Widiba 
“Wise” “Dialog” “Internet” “Banking” that engages 
Source: Brand-news.it, Sep 2013 
Completing missions 
Gaining badges 
Improving social status 
Project “Wi-Fi For All” 
for building wi-fi implants 
in italian schools 
User generated content 
GAMIFICATION - INSPIRING ROUTE 41
Player-centric approach 
Design thinking + behavioral science 
Source: Gamify, 2014. 
The “tool” to design, execute and control gamified 
experiences that motivate, engage and drive people 
to changing behaviors. 
GAMIFICATION - INSPIRING ROUTE 42
What it is, what is not 
Keep in mind 
Gamification is not 
about slapping points 
and badges onto an 
activity and expecting 
onto magically become 
more engaging. 
It’s about 
understanding the 
players’ goals and 
motivations and 
designing an 
experience that 
inspires them to 
achieve their goals 
Source: Gamify, 2014. 
GAMIFICATION - INSPIRING ROUTE 43
Mission & metrics 
Mission #1 
Source: Gamify, 2014. 
CONTEXT 
STRATEGY 
GOALS 
“Don’t invest in any trend (or technology) without first identifying the business outcomes 
you expect to achieve!” 
GAMIFICATION - INSPIRING ROUTE 44
Target & Persona 
Mission #2 
IDENTIFY > OBSERVE > LEARN > CREATE 
Stop talking and ask. Start listening and watch. 
Source: Gamify, 2014. 
GAMIFICATION - INSPIRING ROUTE 45
Player goals 
Mission #3 
SHARED 
goals 
Find the sweet spot for gamfication. 
BUSINESS 
outcomes 
Source: Gamify, 2014. 
PLAYER 
goals 
GAMIFICATION - INSPIRING ROUTE 46
Engagement model 
Mission #4 
Collaborative 
Multiplayer 
Campaign 
Emergent 
Source: Gamify, 2014. 
Intrinsic 
Competitive 
Extrinsic 
Solitary 
Endless 
Scripted 
THE STRUCTURE OF THE GAMIFIED SOLUTION 
Find the perfect fit. Think through the unexpected implications. 
GAMIFICATION - INSPIRING ROUTE 47
Space & journey 
Mission #5 
Source: Gamify, 2014. 
Skill-challenge balance 
PLAYER SPACE 
The environment 
provided to engage 
with game and one 
another 
PLAYER JOURNEY 
The path throught 
the solution 
GAMIFICATION - INSPIRING ROUTE 48
The game economy 
Mission #6 
Source: Gamify, 2014. 
SAPS reward framework 
STATUS 
ACCESS 
POWER 
STUFF 
Most meaning 
Least meaning 
Least expensive 
Most expensive 
“The in-game economy is composed of the incentives and rewards that 
the players are awarded for tasks, challenges or goals.” 
GAMIFICATION - INSPIRING ROUTE 49
Test & iterate 
Mission #7 
Source: Gamify, 2014. 
TEST > ITERATE > EVOLVE 
“Gamified solutions should evolve over time to add new functionality, 
to engage the audience in new ways, and to keep it fresh” 
GAMIFICATION - INSPIRING ROUTE 50
Redesign metrics 
We need a new metric to describe engagement 
because old metrics don’t actually work anymore. 
RECENCY 
How long ago 
did they play? 
Source: Youtube, 2010.; Gamification.co, 2011. 
RATING 
What did they 
explicitly say 
when asked 
about? 
VIRALITY 
How many 
people have 
they told about 
you? 
DURATION 
How long did 
they stay? 
FREQUENCY 
How often did 
they come 
back? 
GAMIFICATION - INSPIRING ROUTE 51
Chief eXperience Officer 
The strategic role to drive growth and innovation 
(CXO) designs and manages every interaction between the organization and its 
internal or external customers’ needs and expectations. 
This is a key role: with a crossfunctional task, oversee from products/services to 
marketing, from HR relations to stakeholder PR. 
“One of the three foundational elements of our strategy is a relentless focus on the customer” 
“We are creating this role to strengthen the voice of the consumer in our product development and execution” 
Source:Poynter, Oct 2011; Geekwire, Feb 2014; Techwell, Mar 2014. 
GAMIFICATION - INSPIRING ROUTE 52
GAMIFICATION - INSPIRING ROUTE 
Tips to avoid an epic fail 
53 
DON’Ts 
Don’t try to fix a broken 
product 
or a broken service 
Don’t implement a gamified 
system to existing process 
solutions 
Don’t design only extrinsic 
motivators that don’t create 
inner motivation 
Don’t make changes during 
the application 
to avoid lack of transparency 
Don’t force mandatory 
engagement 
Don’t leave loopholes 
that could game the system 
Source: Gamify, 2014.
The dark side of Gamification 
Criticism, risks, issues 
Virtual 
currency 
and 
goods 
Labor 
and 
property rights 
Gamification 
sometimes has 
unpleasant 
consequences, 
sometimes 
isn’t fun at all. 
Pointsification 
& 
Exploitationware 
Privacy 
& 
Data 
Source: “How Game Thinking Can Revolutionize Your Business, 2012 
GAMIFICATION - INSPIRING ROUTE 54
Source: Bunchball, Oct 2010 
“Companies of all shapes and sizes have 
begun to use games to revolutionize the 
way they interact with customers and 
employees, becoming more competitive 
and more profitable as a result” 
David Edery, Ethan Mollik 
GAMIFICATION - INSPIRING ROUTE 55
Per scoprire i valori e la dimensione della gamification 
vai alla presentazione di Squadrati
www.marketrevolution.it info@marketrevolution.it 
57

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Gamification - Inspiring Route

  • 1. MARKETREVOLUTION.IT GAMIFICATION - INSPIRING ROUTE GAMIFICATION INSPIRING ROUTE @MKTRVLTN 16/10/2014
  • 2. WELCOME Thanks for coming GAMIFICATION - INSPIRING ROUTE 2
  • 4. HOW MANY GAMERS ARE THERE IN THE WORLD? GAMIFICATION - INSPIRING ROUTE 4
  • 5. 1.2 BILLIONS Source: Spilgame, 2013 GAMIFICATION - INSPIRING ROUTE 5
  • 6. GAMIFICATION ARENA persone, concetti, confini
  • 7. What drives gamers? Extrinsic motivators status showing my talents power “getting one over” on others access to new opportunities stuff money, gadgets... well, stuff! Source: Gamification.co, Oct 2011 GAMIFICATION - INSPIRING ROUTE 7
  • 8. What drives gamers? Intrinsic motivators Mastery make progress and get better at something that matters Autonomy making choices and direct our own life Purpose act for something that matters Source: Gamification.co, Oct 2011 GAMIFICATION - INSPIRING ROUTE 8
  • 9. This story starts in London At the House of Commons GAMIFICATION - INSPIRING ROUTE 9
  • 10. Investigate your MP’s expenses HOW TO PLAY Join us in digging through the MP’s expenses to review each document. Your mission: Decide whether it contains interesting information, and extract the key facts. If you find something interesting, simply hit the button “Investigate this!” Making it feel like a game In 3 days, 20K players had already analyzed more than 170K files. Source: Reality is broken, 2011 GAMIFICATION - INSPIRING ROUTE 10
  • 11. “...learning depends on the will, which cannot be forced [...] Let him strive for victory now and then, and generally suppose that he gains it; and let his powers be called forth by rewards such as prizes.” Source: Postdam University - NY - Quintiliano, Institutio Oratoria - GAMIFICATION - INSPIRING ROUTE 11
  • 12. Some history on gamification “..gameification of the web. The basic idea is taking game mechanics and applying to other web properties to increase engagement.” 2003 2008 2010 2011 The first consultancy specialised in “Gamification” by Nick Pelling First documented use of the term on Bret Terrill’s blog Break through Thanks to Jessy Schell & Jane McGonigal Gartner adds “Gamification” to his cycle Source: Gameifications.com, August 2011 GAMIFICATION - INSPIRING ROUTE 102
  • 13. Source: Gamified.co.uk Gamification brings game experience to real world and in non-game contexts aiming at: • keeping people engaged • making them collaborate • driving their behaviors GAMIFICATION - INSPIRING ROUTE 13
  • 14. Game elements Make gamification work How we design game environment GAME MECHANICS POINTS LEVELS VIRTUAL SPACES LEADER GIFTS BOARDS CHALLENGES REWARD STATUS SELF-EXPRESSION ACHIEVEMENT COMPETITION ALTRUISM What mechanics cause GAME DYNAMICS Source: Del Pizzo, May 2014 GAMIFICATION - INSPIRING ROUTE 14
  • 15. Non-game contexts Let’s see a few Source: Marketsandmarkets.com, June 2013 GAMIFICATION - INSPIRING ROUTE 15
  • 16. Keeping people engaged Through the flow state “The flow is the optimal experience characterized as a state of being fully focused and engaged in an activity” It has been regarded as one of the most important psychological outcomes of gamification (and games) Source: Flow in Gamification, August 2014 GAMIFICATION - INSPIRING ROUTE 16
  • 17. Go with the flow concentration challenge-skill balance clear goals immediate feedback control time transformation Source: Flow in Gamification, August 2014 GAMIFICATION - INSPIRING ROUTE 17
  • 18. Drivers The future belongs to those who play games NINTENDO GENERATION born in the ‘80s LIMITED ATTENTION SPAN remember the gold fish? THE INTERNET everyone can partecipate Source: Market Revolution, 2014 GAMIFICATION - INSPIRING ROUTE 18
  • 19. Source: Gamified.co.uk Different sides of games Let’s map it! GAME INSPIRED DESIGN GAMIFICATION SERIOUS GAME GAME GAME SHAPE GAME ELEMENTS GAME PLAYS JUST FOR FUN GAMIFICATION - INSPIRING ROUTE 19
  • 20. Games can be serious How to solve a 15-year-old AIDS problem in 3 weeks A decade of attempts to solve the crystal structure of M-PMV - an AIDS-related enzyme. Foldit gamers were able to generate models of sufficient quality to help unlock the structure of M-PMV, that the scientific community had been unable to unlock for a decade. Source: Time, Sept 2014 GAMIFICATION - INSPIRING ROUTE 20
  • 21. “You don’t fail in games. “You don’t fail in games. If you don’t pass a stage, you reflect back on what you need to change and improve on and If you don’t pass a stage, you reflect back on what you need to change and improve on and you play again.” you play again.” GAMIFICATION - INSPIRING ROUTE 21
  • 22. FROM A BUSINESS POINT OF VIEW modelli e strategie per le aziende
  • 23. The “features” economy How it used to be HARD DATA EYEBALL MINDSHARE Where is the value? What we compete for? Source: Youtube, 2011; Reality is broken, 2012.. GAMIFICATION - INSPIRING ROUTE 23
  • 24. “I really can't take it anymore” In the meantime consumers have changed (a lot) Testo slide OVERINFORMED HYPERACTIVE MULTITASKING MARKETING Source; Market Revolution, 2014. LOOKING FOR NEW MEANINGS IMMUNE GAMIFICATION - INSPIRING ROUTE 24
  • 25. The evolution of the consumer How his mentality has revolutionized? USER PLAYER passive | individual | indifferent active | collaborative | involved GAMIFICATION - INSPIRING ROUTE 25
  • 26. The “engagement” economy Works by involving and motivating its participants looking for intrinsic values and rewards. MEANING BRAIN CYCLE HEARTSHARE “People don’t want features but meaning” Source: Reality is broken, 2012; Youtube, 2014; Deloitte, 2014. GAMIFICATION - INSPIRING ROUTE 26
  • 27. How to address these new needs? GAMIFICATION - INSPIRING ROUTE 27
  • 28. Put gamification to work What makes it so powerful and sticking to the new scenario? The Three F’s of Gamification FEEDBACK FRIENDS FOCUS seamless communication + progress Source: Gamification.co, Jan 2012. social context + meaningful interactions challenge + achievement + improvement BEHAVIOUR CHANGE & ENGAGEMENT GAMIFICATION - INSPIRING ROUTE 28
  • 29. New challenges, new opportunities GAMIFICATION - INSPIRING ROUTE 29
  • 30. Application for organizations Areas where we can create value through gamification INTERNAL Drive Innovation Recruit New Employees Motivate Employees Provide Feedback and Employee Development Educate and Train Employees Employee Communication and Collaboration EXTERNAL Crowdsource Innovation Expedite Customer Service Encourage Engagement Supplement Loyalty Programs Engage Brand Influencers and Advocates Increase Physical Traffic Via Mobile Gather Actionable Data Source: Altimeter Group, Nov 2013. GAMIFICATION - INSPIRING ROUTE 30
  • 31. Application for organizations Areas where we can create value through gamification GAMIFICATION - INSPIRING ROUTE INTERNAL EXTERNAL 31 Source: Altimeter Group, Nov 2013. Drive Innovation Recruit New Employees Motivate Employees Provide Feedback and Employee Development Educate and Train Employees Employee Communication and Collaboration Crowdsource Innovation Expedite Customer Service Encourage Engagement Supplement Loyalty Programs Engage Brand Influencers and Advocates Increase Physical Traffic Via Mobile Gather Actionable Data
  • 32. Engine Yard How to create self-serving customers? Source: Badgeville.com, May 2012 Problem Lack of customer interaction and support staff overworking on customer tickets instead of important issues Solution Online customer community based on gamification implemented with Badgeville • help other users and product development • create customer driven content in a self-serving nature • get and give quicker answers • be rewarded by badges for answers Increase in customer engagement by 40% Reduction of 20% in customer tickets 40% decrease in customer response time GAMIFICATION - INSPIRING ROUTE 32
  • 33. Ford How to motivate and gear employees? Source: Bunchball.com, June 2013 Problem Support sales, parts and service employees that lack constant use on learning portals of the company Solution Online collaborative community based on gamification to train and motivate employees and to deliver the customer experience and increase sales • perform tasks and missions to pass levels • enhance reputation with visible badges • collaborate with teams, compete with individuals • challenge trivias to sustain knowledge Over 100.000 unique visits from day one Actions increased by 60% by week five Increased engagement, performance and sales. GAMIFICATION - INSPIRING ROUTE 33
  • 34. Adopt & evolve Models, process, metrics, roles GAMIFICATION - INSPIRING ROUTE 34
  • 35. Adapt your model 3 kind of organization Company-as-a- MASTER Company-as-a- PLAYGROUND Company-as-a- TEAMMATE GAMIFICATION - INSPIRING ROUTE 35
  • 36. Master The company lead customers to achieve their goals through an experience that acts both as guide and reinforcement. GAMIFICATION - INSPIRING ROUTE 36
  • 37. Codecademy An education company that create an engaging educational experience to make people learn to code 24 million people learning to code with Codecademy “If you are able to take the things that are in your head and make them reality... Source: Youtube, Feb 2014; Crunchbase, Oct 2014. ...you are more likely to live the life that you actually wanna live” GAMIFICATION - INSPIRING ROUTE 37
  • 38. Playground The company provides a space within which the consumer can write his own experience in order to complete his mission and create a community GAMIFICATION - INSPIRING ROUTE 38
  • 39. Nike+ A “Massive Multiplayer Online Game” created for enthusiasts and casual runners that integrates web, mobile and activity tracker As of 2013, 18 million people upload millions of miles runned and Nike’s profit increased by 18%. Setting goals to display privately and publicly Challenging other runners individually and in groups Training with coaches and sports stars Rolling up all the data in a personal dashboard Mapping and sharing runs Listening music on running creating playlists,sharing Joining local nike run clubs and partecipating to nike events Q&Aing on forums and blogs Source: Market Revolution 2014.. GAMIFICATION - INSPIRING ROUTE 39
  • 40. Teammate The company engage with the customer as a peer, supporting him, and participating throughout the experience that leads to the accomplishment of his purpose. GAMIFICATION - INSPIRING ROUTE 40
  • 41. Widiba “Wise” “Dialog” “Internet” “Banking” that engages Source: Brand-news.it, Sep 2013 Completing missions Gaining badges Improving social status Project “Wi-Fi For All” for building wi-fi implants in italian schools User generated content GAMIFICATION - INSPIRING ROUTE 41
  • 42. Player-centric approach Design thinking + behavioral science Source: Gamify, 2014. The “tool” to design, execute and control gamified experiences that motivate, engage and drive people to changing behaviors. GAMIFICATION - INSPIRING ROUTE 42
  • 43. What it is, what is not Keep in mind Gamification is not about slapping points and badges onto an activity and expecting onto magically become more engaging. It’s about understanding the players’ goals and motivations and designing an experience that inspires them to achieve their goals Source: Gamify, 2014. GAMIFICATION - INSPIRING ROUTE 43
  • 44. Mission & metrics Mission #1 Source: Gamify, 2014. CONTEXT STRATEGY GOALS “Don’t invest in any trend (or technology) without first identifying the business outcomes you expect to achieve!” GAMIFICATION - INSPIRING ROUTE 44
  • 45. Target & Persona Mission #2 IDENTIFY > OBSERVE > LEARN > CREATE Stop talking and ask. Start listening and watch. Source: Gamify, 2014. GAMIFICATION - INSPIRING ROUTE 45
  • 46. Player goals Mission #3 SHARED goals Find the sweet spot for gamfication. BUSINESS outcomes Source: Gamify, 2014. PLAYER goals GAMIFICATION - INSPIRING ROUTE 46
  • 47. Engagement model Mission #4 Collaborative Multiplayer Campaign Emergent Source: Gamify, 2014. Intrinsic Competitive Extrinsic Solitary Endless Scripted THE STRUCTURE OF THE GAMIFIED SOLUTION Find the perfect fit. Think through the unexpected implications. GAMIFICATION - INSPIRING ROUTE 47
  • 48. Space & journey Mission #5 Source: Gamify, 2014. Skill-challenge balance PLAYER SPACE The environment provided to engage with game and one another PLAYER JOURNEY The path throught the solution GAMIFICATION - INSPIRING ROUTE 48
  • 49. The game economy Mission #6 Source: Gamify, 2014. SAPS reward framework STATUS ACCESS POWER STUFF Most meaning Least meaning Least expensive Most expensive “The in-game economy is composed of the incentives and rewards that the players are awarded for tasks, challenges or goals.” GAMIFICATION - INSPIRING ROUTE 49
  • 50. Test & iterate Mission #7 Source: Gamify, 2014. TEST > ITERATE > EVOLVE “Gamified solutions should evolve over time to add new functionality, to engage the audience in new ways, and to keep it fresh” GAMIFICATION - INSPIRING ROUTE 50
  • 51. Redesign metrics We need a new metric to describe engagement because old metrics don’t actually work anymore. RECENCY How long ago did they play? Source: Youtube, 2010.; Gamification.co, 2011. RATING What did they explicitly say when asked about? VIRALITY How many people have they told about you? DURATION How long did they stay? FREQUENCY How often did they come back? GAMIFICATION - INSPIRING ROUTE 51
  • 52. Chief eXperience Officer The strategic role to drive growth and innovation (CXO) designs and manages every interaction between the organization and its internal or external customers’ needs and expectations. This is a key role: with a crossfunctional task, oversee from products/services to marketing, from HR relations to stakeholder PR. “One of the three foundational elements of our strategy is a relentless focus on the customer” “We are creating this role to strengthen the voice of the consumer in our product development and execution” Source:Poynter, Oct 2011; Geekwire, Feb 2014; Techwell, Mar 2014. GAMIFICATION - INSPIRING ROUTE 52
  • 53. GAMIFICATION - INSPIRING ROUTE Tips to avoid an epic fail 53 DON’Ts Don’t try to fix a broken product or a broken service Don’t implement a gamified system to existing process solutions Don’t design only extrinsic motivators that don’t create inner motivation Don’t make changes during the application to avoid lack of transparency Don’t force mandatory engagement Don’t leave loopholes that could game the system Source: Gamify, 2014.
  • 54. The dark side of Gamification Criticism, risks, issues Virtual currency and goods Labor and property rights Gamification sometimes has unpleasant consequences, sometimes isn’t fun at all. Pointsification & Exploitationware Privacy & Data Source: “How Game Thinking Can Revolutionize Your Business, 2012 GAMIFICATION - INSPIRING ROUTE 54
  • 55. Source: Bunchball, Oct 2010 “Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result” David Edery, Ethan Mollik GAMIFICATION - INSPIRING ROUTE 55
  • 56. Per scoprire i valori e la dimensione della gamification vai alla presentazione di Squadrati