GamificationTechniques and its applications to enterprises.
Keith NgCo-Founder and CEOa.k.a “Hustle Ninja”
BrendaNicole TanCo-Founder and CMOa.k.a “All-in-one Ninja”
Let’s talkgamification.
Bartle’s Player Types
Gamification is …       game elements andThe use ofgame design techniques in non-     game contexts.
Gamification is NOT …Points and badges   Serious gamingEdugaming           Social gamingAdvert gaming       Farmville
It is a strategy.
Games are powerful.They can be addictive and have a       strong pull factor.
What is theaverage age of  a gamer?   Closest answer = 20 points   2nd closest answer = 10 points
It’s natural to play.We’ve been playing since young, and       play is for everyone.
Does your enterprise needgamification?
Make a list of areas in an enterprisewhere gamification  can be applied.
Online   collaboration
Productivity
Efficiency
Innovation
Health & Wellness
Do you have a clear1.   problem to solve?
Can your problem be2.      addressed by       motivation?
Intrinsic motivation:“I do it because I want to.”
Extrinsic motivation:“I do it because I’ll receive         a reward.”
Is your answer to both       questions      YES? Then, gamification’s    right for you!
The essential steps ofgamification
1.   Define your problem2.   Determine your goal     Identify your target3.   behavior(s)4.   Profile your players5.   Des...
Define your1.   problem.
Determine your2.   business goal.
3.            target     Identify your       behavior(s).
Target      Behavior  Sub-        Sub-behavior    behavior
Define metrics to measure these   behaviors.
Profile your4.   players.
Know whatmotivates them.
Bartle’s Player Types
Which playertype do mostpeople fit in?   Correct answer = 20 points
Got your data?5. Design a strategy.
TheGAMETISE Framework
Key Elements          Key GoalsGAME T I S EGenerous Rewards   TogethernessAppeal             Intrinsic MotivationMaintaina...
Key Elements
Generous Rewards              G
Tangible     Rewards  Discounts, vouchers, physical gifts, trophies,money, workplace benefits (eg. additional day off)    ...
Intangible    RewardsStatus (social recognition, rank), exclusive content,    power-up, sense ofbelonging, virtual points,...
Overjustification     EffectYou stop doing it becauseyou want to, but because  the reward is there.                        G
Appeal         A
What makesthings fun?
FUN collecting,Problem solving,                 =  teamwork, surprise, exploring, recognition,        winning             ...
Maintainable               M
Hedonic Threadmill =Rewards are so “expected” you have to keep givingbigger and better rewards   to keep them excited     ...
Easy to Start                E
Key Goals
TTogetherness
Intrinsic Motivation                  I
I              extrinsic Currently, it’s    motivation that drivepeople in a typical workplace.
Ideally, people should love doing something for its      own sake.                          I
Intrinsicmotivation?Competence AutonomyRelatedness              I
SSocial Actions
EEngagement
But …be careful!
should notThe gamedistract from the job.
People will   cheat.
Gamification in  Action
PASS
ProblemDifficult for programmers to find help on code-related problems.
GoalQ&A site for programmers to ask   code-specific questions and receive answers from members.
Target                       BehaviorAnswer code-related questions   from other members.
A reward system that isreflective of what its members        find meaningful.
Reputation scores determined byvalidation from other members.
Easy to identify who has expertise in what.
>2 million registered users    ~5000new questions daily    >10000new answers daily
PASS
ProblemLanguage quality control is a long, tiring, mind-numbing            process.
Spot and correct language   errors in all Windows 7versions quickly & efficiently. Goal
TargetBehaviorEmployees to browse copy samples and spot errors.
The Language Quality Game
The Language Quality Game
Employees competed withemployees from other Microsoftoffices in the no. of bugs found.
>4000     employees>0.5 milliondialogs boxes viewed     >7000    errors fixed
FAIL
Increase the productivity ofhousekeepers in their hotels.
Leaderboard to track allworkers’ performances.
“The Electronic Whip”
PASS
ACE Entrepreneurship     Week 2012    9-10 November 2012
ProblemDifficult to channel trafficto sponsoring merchants.
Encourage AEW 2012participants to patronize sponsoring merchants.                     Goal
Target                   Behavior  Scan the QR codes ofparticipating merchants.
Target                    BehaviorDo challenges at merchants          outlets.
Now, it’syour turn!
1.   Define your problem2.   Determine your goal     Identify your target3.   behavior(s)4.   Profile your players5.   Des...
E-COMMERCE HELPDESK CUSTOMER SERVICE   PRODUCTIVITY     LEARNING!    INNOVATION!
Keep In Touch!      J   Keith Ng      @keizng    Brenda    @brendalogy
Gamification - Techniques and its applications to enterprises
Gamification - Techniques and its applications to enterprises
Gamification - Techniques and its applications to enterprises
Gamification - Techniques and its applications to enterprises
Gamification - Techniques and its applications to enterprises
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Slides for my workshop on Enterprise Gamification at Gamification World Asia Pacific 2012.

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Gamification - Techniques and its applications to enterprises

  1. 1. GamificationTechniques and its applications to enterprises.
  2. 2. Keith NgCo-Founder and CEOa.k.a “Hustle Ninja”
  3. 3. BrendaNicole TanCo-Founder and CMOa.k.a “All-in-one Ninja”
  4. 4. Let’s talkgamification.
  5. 5. Bartle’s Player Types
  6. 6. Gamification is … game elements andThe use ofgame design techniques in non- game contexts.
  7. 7. Gamification is NOT …Points and badges Serious gamingEdugaming Social gamingAdvert gaming Farmville
  8. 8. It is a strategy.
  9. 9. Games are powerful.They can be addictive and have a strong pull factor.
  10. 10. What is theaverage age of a gamer? Closest answer = 20 points 2nd closest answer = 10 points
  11. 11. It’s natural to play.We’ve been playing since young, and play is for everyone.
  12. 12. Does your enterprise needgamification?
  13. 13. Make a list of areas in an enterprisewhere gamification can be applied.
  14. 14. Online collaboration
  15. 15. Productivity
  16. 16. Efficiency
  17. 17. Innovation
  18. 18. Health & Wellness
  19. 19. Do you have a clear1. problem to solve?
  20. 20. Can your problem be2. addressed by motivation?
  21. 21. Intrinsic motivation:“I do it because I want to.”
  22. 22. Extrinsic motivation:“I do it because I’ll receive a reward.”
  23. 23. Is your answer to both questions YES? Then, gamification’s right for you!
  24. 24. The essential steps ofgamification
  25. 25. 1. Define your problem2. Determine your goal Identify your target3. behavior(s)4. Profile your players5. Design your strategy
  26. 26. Define your1. problem.
  27. 27. Determine your2. business goal.
  28. 28. 3. target Identify your behavior(s).
  29. 29. Target Behavior Sub- Sub-behavior behavior
  30. 30. Define metrics to measure these behaviors.
  31. 31. Profile your4. players.
  32. 32. Know whatmotivates them.
  33. 33. Bartle’s Player Types
  34. 34. Which playertype do mostpeople fit in? Correct answer = 20 points
  35. 35. Got your data?5. Design a strategy.
  36. 36. TheGAMETISE Framework
  37. 37. Key Elements Key GoalsGAME T I S EGenerous Rewards TogethernessAppeal Intrinsic MotivationMaintainability Social ActionsEasy to Start Engagement
  38. 38. Key Elements
  39. 39. Generous Rewards G
  40. 40. Tangible Rewards Discounts, vouchers, physical gifts, trophies,money, workplace benefits (eg. additional day off) G
  41. 41. Intangible RewardsStatus (social recognition, rank), exclusive content, power-up, sense ofbelonging, virtual points, virtual items, badges G
  42. 42. Overjustification EffectYou stop doing it becauseyou want to, but because the reward is there. G
  43. 43. Appeal A
  44. 44. What makesthings fun?
  45. 45. FUN collecting,Problem solving, = teamwork, surprise, exploring, recognition, winning A
  46. 46. Maintainable M
  47. 47. Hedonic Threadmill =Rewards are so “expected” you have to keep givingbigger and better rewards to keep them excited M
  48. 48. Easy to Start E
  49. 49. Key Goals
  50. 50. TTogetherness
  51. 51. Intrinsic Motivation I
  52. 52. I extrinsic Currently, it’s motivation that drivepeople in a typical workplace.
  53. 53. Ideally, people should love doing something for its own sake. I
  54. 54. Intrinsicmotivation?Competence AutonomyRelatedness I
  55. 55. SSocial Actions
  56. 56. EEngagement
  57. 57. But …be careful!
  58. 58. should notThe gamedistract from the job.
  59. 59. People will cheat.
  60. 60. Gamification in Action
  61. 61. PASS
  62. 62. ProblemDifficult for programmers to find help on code-related problems.
  63. 63. GoalQ&A site for programmers to ask code-specific questions and receive answers from members.
  64. 64. Target BehaviorAnswer code-related questions from other members.
  65. 65. A reward system that isreflective of what its members find meaningful.
  66. 66. Reputation scores determined byvalidation from other members.
  67. 67. Easy to identify who has expertise in what.
  68. 68. >2 million registered users ~5000new questions daily >10000new answers daily
  69. 69. PASS
  70. 70. ProblemLanguage quality control is a long, tiring, mind-numbing process.
  71. 71. Spot and correct language errors in all Windows 7versions quickly & efficiently. Goal
  72. 72. TargetBehaviorEmployees to browse copy samples and spot errors.
  73. 73. The Language Quality Game
  74. 74. The Language Quality Game
  75. 75. Employees competed withemployees from other Microsoftoffices in the no. of bugs found.
  76. 76. >4000 employees>0.5 milliondialogs boxes viewed >7000 errors fixed
  77. 77. FAIL
  78. 78. Increase the productivity ofhousekeepers in their hotels.
  79. 79. Leaderboard to track allworkers’ performances.
  80. 80. “The Electronic Whip”
  81. 81. PASS
  82. 82. ACE Entrepreneurship Week 2012 9-10 November 2012
  83. 83. ProblemDifficult to channel trafficto sponsoring merchants.
  84. 84. Encourage AEW 2012participants to patronize sponsoring merchants. Goal
  85. 85. Target Behavior Scan the QR codes ofparticipating merchants.
  86. 86. Target BehaviorDo challenges at merchants outlets.
  87. 87. Now, it’syour turn!
  88. 88. 1. Define your problem2. Determine your goal Identify your target3. behavior(s)4. Profile your players5. Design your strategy
  89. 89. E-COMMERCE HELPDESK CUSTOMER SERVICE PRODUCTIVITY LEARNING! INNOVATION!
  90. 90. Keep In Touch! J Keith Ng @keizng Brenda @brendalogy

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