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Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Applied GamificationPointers for Training Professionals and Managers.
Charles Palmer
Harrisburg University
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Gamification
the concept of applying game-design thinking to
non-game applications to make them more fun
and engaging
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Gamification
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Gamification
Usage:
– Motivation
– Healthy competition
– Generate buzz
– Encourage customer
loyalty
Outcomes:
– Behavior change
– Compliance
– Engagement
– Variation (fun)
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Gamification
Game
Elements
Players
Rewards Motivation
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Some non-classroom examples…
Retail/Loyalty Social
Fitness Behavior Modification
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Players
Motivation
Rewards
Game elements
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Examples…
Players
Motivation
Rewards
Game elements
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Educational Examples…
Khan academy is a video library service for
K-12 math, science, and physics topics.
When guests work on a problem or watch a
video the site logs what you've learned and
where you're spending your time. The
collected data is private, but powerful
dashboards expose knowledge acquisition to
students and coaches.
Users earn badges and points for learning.
The more you challenge yourself, the more
bragging rights you'll get.
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Customer Loyalty and Engagement
Verizon Wireless implemented
a social gamification platform to
encourage behaviors such as
commenting on articles and
sharing that bring back valuable
referral traffic to the Verizon
Insider site.
The results: More than 50 percent of
the site’s users participated in the gamified environment. On
average, users who logged in via Social Login spent 30 percent
more time on the site versus the older method. Those Social Login
users also generate 15 percent more page views than others.
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Employee Engagement and Motivation
Bluewolf has helped
organizations around the world
with change management, as
well as employee and customer
engagement through gamification
and social strategies.
Their key is accentuating the positive. When developing
gamification scenarios they ask “Am I incentivizing colleagues
toward positive reward, or forcing them to participate in order to
avoid a negative consequence?
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Some facts…
The trend has been picking up
major momentum over the last
year and has gained support from
industry heavy weights such as
Bing Gordon, Al Gore, J.P.
Rangaswami, Chief Scientist of
Salesforce.com, and many more.
Al Gore talks about how "Games are the
new normal" and the power of
Gamification at the 2011 Games for
Change Festival.
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Gamification
Loyalty Programs
(redemption)
Game Design
(engagement)
Behavioral
Economics
(status/reputation)
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Loyalty Programs
(redemption)
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Game Design
(engagement)
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Behavioral
Economics
(status/reputation)
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Mini-challenges
Win/loss
conditions
G
a
m
e
Pl
ay
Challenges
Game Play
Win/Loss
conditions
leaderboardsbadges
Social
networking
status
Gamification Loop
Point system
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
But wait…
• Creating these types of games is hard work (so what else is new)
• Just adding points and badges doesn’t make something fun and an
improperly balanced reward system will negatively effect the behavior you
are trying to address.
• The true magic happens when a
player succeed in a challenge which
seemed (or was) daunting and
beyond their skill level.
• Players are motivated by different
things. So we have to consider
different experiences for varying
player types*
Too easy
Too frustrating
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Player Types
Achievers
•prefer to gain
"points," levels,
equipment and
other concrete
measurements
•go to great lengths
to achieve rewards
that confer them
little or no gameplay
benefit simply for
the prestige of
having it.
Explorers
•players who prefer
discovering areas,
creating maps and
learning about
hidden places
•feel restricted when
expected to move
on in a certain time
frame, as that does
not allow them to
look around at their
own pace.
•find joy in
discovering an
unknown glitch or a
hidden easter egg.
Socializers
•gain the most
enjoyment by
interacting with
other players, and
on some occasions,
computer-controlled
characters with
personality
•The game is merely
a tool they use to
meet others in-game
or outside of it
Killers
•thrive on
competition with
other players, and
prefer fighting them
to scripted
computer-controlled
opponents
The Bartle Test of Gamer Psychology is a series of questions and an accompanying
scoring formula that classifies players of multiplayer online games into categories
based on their gaming preferences.
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Player Types
Achievers
Explorers
Socializers
Killers
6747 53 33
ESAK
Bartle Test of Gamer Psychology - http://bit.ly/LzzXLU
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
“Do people not do something because they are
not able to? – then increase ease of use.
Do people not do it because they have no free
time? – then work on that.
Only if motivation is the issue can
gamification be a [legitimate] way
of influencing behavior”
- Sebastian Deterding, research
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Mini-challenges
Win/loss
conditions
G
a
m
e
Pl
ay
Gamification Loop
Point system
Challenges
Game Play
Win/Loss
conditions
leaderboardsbadges
Social
networking
status
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Game Play
Community
Collaboration
Discovery EPIC Meaning Free Lunch
Infinite
Gameplay
Loss Aversion Lottery Momentum Ownership
Appointments
Blissful
Productivity
Status
Urgent
Optimism
Virality
Cascading
Information
Combos Achievements Levels
Countdown Quests
Reward
Schedules
Points
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Game Play Grouped by Categories
Community
Collaboration
Discovery Behavior EPIC Meaning Free Lunch
Infinite
Gameplay
Loss Aversion Lottery Momentum Ownership
Appointments
Blissful
Productivity
Status
Urgent
Optimism
Virality
Feedback
Cascading
Information
Combos Achievements Levels
Countdown Quests
Reward
Schedules
Points Progression
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
More examples…
Visit http://bit.ly/25TopGamified for the
25 Best Examples of Gamification in Business
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Six rules…
1. Understand what constitutes a “win” for the
player and organization
2. Expose the player’s intrinsic motivation and
progress to mastery
3. Design for the emotional human, not the
rational human
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Six rules…
4. Develop scalable, meaningful intrinsic and
extrinsic rewards
5. Use on of the leading platform vendors to
scale your project
6. Most interactions are boring, make
everything a little more fun
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
“In some ways it is a fad – adding points
and badges in tacky ways, looking at
‘gamification’ as an easy way to make boring
things seem interesting – that is a fad.
However, the idea of designing business
processes so that those who engage in them find
them more intrinsically rewarding – that
is a long term trend.”
- Jesse Schell, CEO Schell Games
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Resources
• Vendors
– Bunchball, Badgeville, BigDoor, Rypple, DueProps,
SCVNGR, CrowdTwist
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Resources
• PearlTrees - http://bit.ly/IhdQod
• Jesse Schell – The Pleasure Revolution http://bit.ly/J15rbp
• Gabe Zimmerman - http://bit.ly/IUiWFZ
• Gamification.org/wiki
• Concept of “Flow” by Mihaly Csikszentmihalyi - bit.ly/conceptofflow
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Applied Gamification for Managers
and Training Professionals
Charles Palmer
Harrisburg University
cpalmer@harrisburgu.edu
@charlespalmer
Thank you.
This presentation and others are available at
http://http://bit.ly/myslideshares

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Applied Gamification

  • 1. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Applied GamificationPointers for Training Professionals and Managers. Charles Palmer Harrisburg University
  • 2. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Gamification the concept of applying game-design thinking to non-game applications to make them more fun and engaging
  • 3. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Gamification
  • 4. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Gamification Usage: – Motivation – Healthy competition – Generate buzz – Encourage customer loyalty Outcomes: – Behavior change – Compliance – Engagement – Variation (fun)
  • 5. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Gamification Game Elements Players Rewards Motivation
  • 6. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Some non-classroom examples… Retail/Loyalty Social Fitness Behavior Modification
  • 7. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Players Motivation Rewards Game elements
  • 8. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Examples… Players Motivation Rewards Game elements
  • 9. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Educational Examples… Khan academy is a video library service for K-12 math, science, and physics topics. When guests work on a problem or watch a video the site logs what you've learned and where you're spending your time. The collected data is private, but powerful dashboards expose knowledge acquisition to students and coaches. Users earn badges and points for learning. The more you challenge yourself, the more bragging rights you'll get.
  • 10. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Customer Loyalty and Engagement Verizon Wireless implemented a social gamification platform to encourage behaviors such as commenting on articles and sharing that bring back valuable referral traffic to the Verizon Insider site. The results: More than 50 percent of the site’s users participated in the gamified environment. On average, users who logged in via Social Login spent 30 percent more time on the site versus the older method. Those Social Login users also generate 15 percent more page views than others.
  • 11. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Employee Engagement and Motivation Bluewolf has helped organizations around the world with change management, as well as employee and customer engagement through gamification and social strategies. Their key is accentuating the positive. When developing gamification scenarios they ask “Am I incentivizing colleagues toward positive reward, or forcing them to participate in order to avoid a negative consequence?
  • 12. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Some facts… The trend has been picking up major momentum over the last year and has gained support from industry heavy weights such as Bing Gordon, Al Gore, J.P. Rangaswami, Chief Scientist of Salesforce.com, and many more. Al Gore talks about how "Games are the new normal" and the power of Gamification at the 2011 Games for Change Festival.
  • 13. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Gamification Loyalty Programs (redemption) Game Design (engagement) Behavioral Economics (status/reputation)
  • 14. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Loyalty Programs (redemption)
  • 15. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Game Design (engagement)
  • 16. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Behavioral Economics (status/reputation)
  • 17. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Mini-challenges Win/loss conditions G a m e Pl ay Challenges Game Play Win/Loss conditions leaderboardsbadges Social networking status Gamification Loop Point system
  • 18. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference But wait… • Creating these types of games is hard work (so what else is new) • Just adding points and badges doesn’t make something fun and an improperly balanced reward system will negatively effect the behavior you are trying to address. • The true magic happens when a player succeed in a challenge which seemed (or was) daunting and beyond their skill level. • Players are motivated by different things. So we have to consider different experiences for varying player types* Too easy Too frustrating
  • 19. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Player Types Achievers •prefer to gain "points," levels, equipment and other concrete measurements •go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it. Explorers •players who prefer discovering areas, creating maps and learning about hidden places •feel restricted when expected to move on in a certain time frame, as that does not allow them to look around at their own pace. •find joy in discovering an unknown glitch or a hidden easter egg. Socializers •gain the most enjoyment by interacting with other players, and on some occasions, computer-controlled characters with personality •The game is merely a tool they use to meet others in-game or outside of it Killers •thrive on competition with other players, and prefer fighting them to scripted computer-controlled opponents The Bartle Test of Gamer Psychology is a series of questions and an accompanying scoring formula that classifies players of multiplayer online games into categories based on their gaming preferences.
  • 20. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Player Types Achievers Explorers Socializers Killers 6747 53 33 ESAK Bartle Test of Gamer Psychology - http://bit.ly/LzzXLU
  • 21. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference “Do people not do something because they are not able to? – then increase ease of use. Do people not do it because they have no free time? – then work on that. Only if motivation is the issue can gamification be a [legitimate] way of influencing behavior” - Sebastian Deterding, research
  • 22. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Mini-challenges Win/loss conditions G a m e Pl ay Gamification Loop Point system Challenges Game Play Win/Loss conditions leaderboardsbadges Social networking status
  • 23. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Game Play Community Collaboration Discovery EPIC Meaning Free Lunch Infinite Gameplay Loss Aversion Lottery Momentum Ownership Appointments Blissful Productivity Status Urgent Optimism Virality Cascading Information Combos Achievements Levels Countdown Quests Reward Schedules Points
  • 24. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Game Play Grouped by Categories Community Collaboration Discovery Behavior EPIC Meaning Free Lunch Infinite Gameplay Loss Aversion Lottery Momentum Ownership Appointments Blissful Productivity Status Urgent Optimism Virality Feedback Cascading Information Combos Achievements Levels Countdown Quests Reward Schedules Points Progression
  • 25. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference More examples… Visit http://bit.ly/25TopGamified for the 25 Best Examples of Gamification in Business
  • 26. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Six rules… 1. Understand what constitutes a “win” for the player and organization 2. Expose the player’s intrinsic motivation and progress to mastery 3. Design for the emotional human, not the rational human
  • 27. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Six rules… 4. Develop scalable, meaningful intrinsic and extrinsic rewards 5. Use on of the leading platform vendors to scale your project 6. Most interactions are boring, make everything a little more fun
  • 28. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference “In some ways it is a fad – adding points and badges in tacky ways, looking at ‘gamification’ as an easy way to make boring things seem interesting – that is a fad. However, the idea of designing business processes so that those who engage in them find them more intrinsically rewarding – that is a long term trend.” - Jesse Schell, CEO Schell Games
  • 29. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Resources • Vendors – Bunchball, Badgeville, BigDoor, Rypple, DueProps, SCVNGR, CrowdTwist
  • 30. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Resources • PearlTrees - http://bit.ly/IhdQod • Jesse Schell – The Pleasure Revolution http://bit.ly/J15rbp • Gabe Zimmerman - http://bit.ly/IUiWFZ • Gamification.org/wiki • Concept of “Flow” by Mihaly Csikszentmihalyi - bit.ly/conceptofflow
  • 31. Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference Applied Gamification for Managers and Training Professionals Charles Palmer Harrisburg University cpalmer@harrisburgu.edu @charlespalmer Thank you. This presentation and others are available at http://http://bit.ly/myslideshares

Editor's Notes

  1. Charles Palmer Executive Director, Center for Advanced Entertainment and Learning Technologies Harrisburg University
  2. Efficiency leaves
  3. Also to consider…
  4. Remember this…
  5. Gamification works to engage and motivate users. But it is not a magic elixer.
  6. Charles Palmer Executive Director, Center for Advanced Entertainment and Learning Technologies Harrisburg University