Gamification For Enterprises


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Gamification For Enterprises

  1. 1. Gamification for EnterprisesAbdulbasıt Gülşenabdulbasit@gulsen.net03.12.2011
  2. 2. Game Facts Average age of gamers in years: 37 % of gamers older than Fifty: 25 % of youth playing computer & video games: 97 % of female gamers: 42 Social vs. Competitive Games: >3:1 Avg. of hours/week played in World of Warcraft (WoW): 22 # of articles in WoWWiki: ˜250,000 Rank of WoWWiki compared to all Wikis: 2nd Rank of Wikipedia: 1st Most popular games played by US soldiers in Iraq when off-duty: Halo, Call of Duty
  3. 3. Game vs. Business Application Game Business ApplicationTasks Repetitive, but fun Repetitive, and dullFeedback Constantly Once a yearGoals Clear Contradictory, VaguePath to Mastery Clear UnclearRules Clear, intransparent Unclear, intransparentFailure Expected, encouraged, forbidden, punished, don’t spectacular, brag about it talk about it Encourage the Motivate users player to stay to do their job in the game better
  4. 4. What is Gamification ? Gamification is the use of game design techniques and mechanics to solve problems and engage audiences. Gamification elements are already present in everyday activities such as happy hours, loyalty programs, etc.
  5. 5. Game Mechanics• Points : Measure the user’s achievements in relation to others and keep the user motivated for the next reward or level• Badges : Reward users with badges after completing tasks• Levels : Encourage users to level up by giving extra authorizations and benefits• Challenges : Challenge users to achieve goals• Leaderboards : Rank users to motivate and encourage them to become players
  6. 6. Game Mechanics1. Achievement 17. Epic Meaning 33. Progression Dynamic2. Appointment Dynamic 18. Extinction 34. Ratio Reward Schedules3. Avoidance 19. Fixed Interval Rewards Schedules 35. Real-time v. Delayed Mechanics4. Behavioral Contrast 20. Fixed Ratio Rewards Schedule 36. Reinforcer5. Behavioral Momentum 21. Free Lunch 37. Response6. Blissful Productivity 22. Fun Once, Fun Always 38. Reward Schedules7. Cascading Information Theory 23. Interval Reward Schedules 39. Rolling Physical Goods8. Chain Schedules 24. Lottery 40. Shell Game9. Communal Discovery 25. Loyalty 41. Social Fabric of Games10. Companion Gaming 26. Meta Game 42. Status11. Contingency 27. Micro Leader-board 43. Urgent Optimism12. Countdown 28. Modifiers 44. Variable Interval Reward Sched.13. Cross Situational Leaderboards 29. Moral Hazard of Game Play 45. Variable Ratio Reward Schedule14. Disincentives 30. Ownership 46. Viral Game Mechanics15. Endless Games 31. Pride 47. Virtual Items16. Envy 32. Privacy SCVNGRs Secret Game Mechanics Playdeck :
  7. 7. Flow : Keeping The Balance Mihaly Csikszentmihalyi: Flow: The Psychology of Optimal Experience, 1991 Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, 1975
  8. 8. Predictions Analysts predict that by 2015, more than 50% of organizations will gamify their innovation processes. More than 70% of Global 2000 organizations will have at least one gamified application 2012 •$100Mio •$2800Mio •$300Mio 2011 2016 Gamification MarketGartner
  9. 9. Gamified Applications : SAP Community Network
  10. 10. Gamified Applications : Loyalty Programs
  11. 11. SAP Gamification Cup Winner Having fun with Accounts Payable
  12. 12. SAP Gamification Cup: Gamified Manufacturing
  13. 13. References & Sources :• SAP Teched 2011 Gamification Presentation by Mario Herger•••• Gartner Press Release May 2011:
  14. 14. Questions