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keith@gametize.com | @keizng
slideshare.net/gametize
GAMIFICATION!
Using gaming principles to 

reward and motivate!
@keizng
Nobody likes Working
Learning is Boring
But everyone loves Playing
How do maximize this Playshop?
1. Have an open mind about the word “fun”, and
understand that this isn’t about making game...
Co-founder of Gametize
•  World’s Simplest Gamification Platform (Gametize.com)
•  Also made just-for-fun gamified apps such...
Reformed Compulsive Gamer
Trained in Info. Science, Finance, and Management
Research & Teaching Assistant in OBHR
Gamificat...
Why do you want to motivate and engage in HR?
Top Challenges in HR that Gametize hears
!  High E-Learning dropout rate (60%-90%)
!  High cost in attracting and onboardi...
Maybe they all look like this
Wow. This is what it should feel like
Where to engage and motivate?
!  Learning & Development
!  Talent Management
!  Onboarding, Culture
!  Performance Managem...
Let’s talk about Gamification
gamification =
Use of design thinking, game
principles and psychology in non-
game settings to engage and motivate
target a...
gamification =
A design-thinking focused process
to engage and motivate your
audience into learning behaviors,
with a balan...
Challenges: Interactive or Behavioral!
People Factor: Competition and Social !
Feedbacks: Constant and Instant!
Rewards: S...
Let’s be Scientific about this
@keizng
@keizng
What motivates us?
“SORRY I CANT GO TO
WORK TODAY I
FRACTURED MY
MOTIVATION”
@keizng
What motivates us?
@keizng
What motivates us?
Flow Theory, By Mihaly Csikszentmihalyi
@keizng
What motivates us?
Flow Theory, By Mihaly Csikszentmihalyi
•  One must be involved in an activity with a clear set...
@keizng
What motivates us?
Flow Theory, By Mihaly Csikszentmihalyi
Pleasure
vs
Enjoyment
Which make us grow and develop?
@keizng
Herzberg’s Two-Factor Theory
Gf
In fact, it is the only industry that mastered
user experience
Gf
Gaming is not Gamification, but it provides strong
foundations and principles to leverage on
What is the average
age of a gamer?
American Airlines
Rewards, achievement,
level-ups (elite status)
Nike Plus
Achievement, level-ups, competition
Linked In
L...
ALS Ice Bucket Challenge
gamification
@keizng@keizng
= happification;
“Gamification finally releases the potential of digital learning because it
rec...
@keizng@keizng
action
motivation
feedback
@keizng@keizng
A Behavioral
Change Process
Legendary Behaviorist B F Skinner calls this Operant...
Singtel’s MAP Gametized
“Many think that gamification is only for Gen Y but we have used it
for our annual Learning Fiesta ...
Gametize’s 5D Framework
Case Study:
Bank introducing Digital Mindset
Corporate Training: $200bn
Corporate E-Learning: $26bn
% Fortune 500 with E-learning: 41.7%
Asian E-Learning market: $11.5...
Get your hands dirty!
Identify a common problem.
“We have met the enemy, and he is Powerpoint”
http://www.nytimes.com/2010/04/27/world/27powerpoint.html?_r=3
E-Learning Completion: 30-40%
MOOC Dropout Rate (estimated): ~90%
“People don’t have time to learn,
don’t know where to le...
Get your hands dirty!
Determine your goal:
What is the outcome you want to
achieve out of gamification?
The image cannot be displayed. Your computer may not have enough
memory to open the image, or the image may have been corr...
Get your hands dirty!
What are your target behaviours?
LEARN! COLLECT! COMPETE!
Gain knowledge and experience
through challenges!
Collect points and badges to
level up!
Pit your...
Get your hands dirty!
Profile your target players:
Make a list of characteristics of
your target group and desired
emotions.
Bartle’s Player Types
THE GAMIFIED LEARNING EXPERIENCE!
Scaffolded Challenges!
Competitive Spirit!
Instantaneous Feedback!
Earning Rewards!
>20,000 employees, 2 million challenge completions!
Product!
Product!
Analytics!
Create!
Content!
Organize!1! 2!
3!4!
Backend
Case Study:
Bank engaging employees in their anniversary
hawabadaldo.com!
Leadership and Team Building (LTB) is a
core module offered as part of the
business program in the Singapore
Management Uni...
Games were segregated according to LTB
classes, students will only see their
designated classes, while administrators
can ...
New quests unlocked weekly
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
A series of simple
challenges, from
photos, quizzes, and
videos prompted
students to reflect
on and apply what
they have le...
Challenges within each Quest
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
An activity
feed ...
Students can also log their in-class participation for points here
Class Participation Quest!
A Case Study on Gamification...
Gamification was
also used to
collect student
feedback on the
GameLead
experience
A Case Study on Gamification and Learning...
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
We were
able to
extract
sentiments
that help u...
Gathering Feedback and Sentiments
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
We also
disc...
Verdict and Results
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Verdict: Successfully Gametized
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Verdict: Successfully Gametized
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Verdict: Successfully Gametized
Focus on the problem, objective, and data
At a glance, it is easy to dismiss due to a handful negative reviews.
However, G...
Heaphy and Losada’s Positive to Negative Feedback Ratio:
Can this be Gametized?
How many % of gamers
are women?
What exactly makes a game fun?
@keizng
Frustration! Sense of
Achievement!
Challenge! Strategy! Problem Solving!
1. Hard fun!
@keizng
Interesting
content!
Collecting
Items!
Points and
level-ups!
Amazement! Happiness!
2. Easy fun!
@keizng
Exploration! Escape from thoughts & feelings!
Excitement!
3. Altered States!
Surprises! Discovery!
@keizng
Competition! Teamwork! Social
Bonding!
Personal
Recognition!
Sense of Achievement!
4. The People Factor!
@keizng
Case Study:
Bank introducing a learning mindset
“Space Runner”
gamification
is not magic.
it is a process with a long term strategy, which like
many others, must be well-designed and pla...
otherwise it will backfire!
Real Intrinsic motivators
Don’t overgive rewards
Make real fun, and keep them fresh
credits to
@keizng
Leaderboards. Not always good
create emotions
tell a story
introduce heroes
paint a journey
lots of testing
G!
A!
M!
E!
T!
I!
S!
E!
Generous, Extrinsic Rewards (With clear paths)!
Appealing, Fresh Content & Context (Make Stickines...
@keizng
!  Promotes culture of Transparency with clear paths
!  Your ‘employees’ are customers; they should have a great
u...
Get your hands dirty!
Design your game.
Create games where your players can:
Upload a photo
Write a comment
Answer a quiz
Make a prediction
Scan a QR code
Fill in...
@keizng
Octalysis: What motivates us?
Gametize’s Intrinsic Motivation Framework
Scorecard!
http://bit.ly/gscorecard!
!
The Gametize Scorecard & Checklist is designed to be a guiding light to make awesom...
Game!
•  How clear are the objectives of the games for the players? ___/10"
(Do players know what to expect? Do they know ...
Feedbacks, Competition!
•  How clear and frequent are the feedbacks? ___/10!
•  Are the feedbacks relevant to objective/go...
“The opposite of play is not work. It is depression”
- Dr Stuart Brown
Banking & Finance!
Media!
Telecommunications!
Oil & Gas!
Events!
Education!
Consumer Brand!
@keizng
keithsayshi!
!  Download Gametize App for inspirations.
!  Go to Slideshare.net/Gametize for more resources.
!  For our secret Gametize...
!  Download Gametize App for inspirations.
!  Go to Slideshare.net/Gametize for more resources.
!  For our secret Gametize...
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
Gamification For HR
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Gamification For HR

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Gamification For HR

  1. 1. keith@gametize.com | @keizng slideshare.net/gametize GAMIFICATION! Using gaming principles to 
 reward and motivate!
  2. 2. @keizng Nobody likes Working Learning is Boring But everyone loves Playing
  3. 3. How do maximize this Playshop? 1. Have an open mind about the word “fun”, and understand that this isn’t about making games. 2. Download Gametize App (gametize.com/app) or go to gametize.com/featured for demos 3. Tweet @keizng or @gametize for questions
  4. 4. Co-founder of Gametize •  World’s Simplest Gamification Platform (Gametize.com) •  Also made just-for-fun gamified apps such as Selfiely •  Singapore’s 20 hottest startup in 2015 selected by SBR about.me/keizng
  5. 5. Reformed Compulsive Gamer Trained in Info. Science, Finance, and Management Research & Teaching Assistant in OBHR Gamification specialist and advocate Stints in SCB, DFS, and JnJ about.me/keizng @keizng
  6. 6. Why do you want to motivate and engage in HR?
  7. 7. Top Challenges in HR that Gametize hears !  High E-Learning dropout rate (60%-90%) !  High cost in attracting and onboarding new talents !  New generation of talents that are increasingly prioritizing “purpose” and challenging to retain !  Lack of data in employee behaviors and satisfaction “Onboarding begins from the day they accept the job”, Joanna Yeoh, 5 Talents Consulting
  8. 8. Maybe they all look like this
  9. 9. Wow. This is what it should feel like
  10. 10. Where to engage and motivate? !  Learning & Development !  Talent Management !  Onboarding, Culture !  Performance Management !  Talent Acquisition, Mobility !  Innovation Management
  11. 11. Let’s talk about Gamification
  12. 12. gamification = Use of design thinking, game principles and psychology in non- game settings to engage and motivate target audience for target behaviors. It is a process, and NOT an end point. * Also a rapidly growing market, projected by Gartner at $2Bn @keizng
  13. 13. gamification = A design-thinking focused process to engage and motivate your audience into learning behaviors, with a balance of intrinsic and extrinsic rewards, to make learning more enjoyable. @keizng
  14. 14. Challenges: Interactive or Behavioral! People Factor: Competition and Social ! Feedbacks: Constant and Instant! Rewards: Status, Access, Power! Gamification: The Key Pillars
  15. 15. Let’s be Scientific about this
  16. 16. @keizng
  17. 17. @keizng What motivates us? “SORRY I CANT GO TO WORK TODAY I FRACTURED MY MOTIVATION”
  18. 18. @keizng What motivates us?
  19. 19. @keizng What motivates us? Flow Theory, By Mihaly Csikszentmihalyi
  20. 20. @keizng What motivates us? Flow Theory, By Mihaly Csikszentmihalyi •  One must be involved in an activity with a clear set of goals and progress. This adds direction and structure to the task.! ! •  The task at hand has clear and immediate feedback. This helps the person negotiate any changing demands and allows them to adjust their performance to maintain the flow state.! •  One must have a good balance between the perceived challenges of the task at hand and their own perceived skills. One must have confidence in one's ability to complete the task at hand.!
  21. 21. @keizng What motivates us? Flow Theory, By Mihaly Csikszentmihalyi Pleasure vs Enjoyment Which make us grow and develop?
  22. 22. @keizng Herzberg’s Two-Factor Theory
  23. 23. Gf In fact, it is the only industry that mastered user experience
  24. 24. Gf Gaming is not Gamification, but it provides strong foundations and principles to leverage on
  25. 25. What is the average age of a gamer?
  26. 26. American Airlines Rewards, achievement, level-ups (elite status) Nike Plus Achievement, level-ups, competition Linked In Level-ups (progress bar) More examples
  27. 27. ALS Ice Bucket Challenge
  28. 28. gamification @keizng@keizng = happification; “Gamification finally releases the potential of digital learning because it recognizes that learners are essentially social beings” - Laurence Smith, MD HR, Group Head of Learning & Talent Development
  29. 29. @keizng@keizng
  30. 30. action motivation feedback @keizng@keizng A Behavioral Change Process Legendary Behaviorist B F Skinner calls this Operant Conditioning
  31. 31. Singtel’s MAP Gametized “Many think that gamification is only for Gen Y but we have used it for our annual Learning Fiesta which spans 4 generations. We have used gamification for L&D and recruitment.” - Cara Reil, Vice President, Talent and Leadership Development at Singtel
  32. 32. Gametize’s 5D Framework
  33. 33. Case Study: Bank introducing Digital Mindset
  34. 34. Corporate Training: $200bn Corporate E-Learning: $26bn % Fortune 500 with E-learning: 41.7% Asian E-Learning market: $11.5bn by ‘16 Mobile Education Products in ‘12: $4.4bn (Elearning! Magazine – May 2013) what you may already know.. And many more awesome mLearning stats.. http://fluency21.com/blog/2013/04/09/20-eye-opening-stats-you-probably-didnt-know-about-mobile-learning/
  35. 35. Get your hands dirty! Identify a common problem.
  36. 36. “We have met the enemy, and he is Powerpoint” http://www.nytimes.com/2010/04/27/world/27powerpoint.html?_r=3
  37. 37. E-Learning Completion: 30-40% MOOC Dropout Rate (estimated): ~90% “People don’t have time to learn, don’t know where to learn, and don’t want to learn” - Frustrated Client Key problems in L&D
  38. 38. Get your hands dirty! Determine your goal: What is the outcome you want to achieve out of gamification?
  39. 39. The image cannot be displayed. Your computer may not have enough memory to open the image, or the image may have been corrupted. Restart your computer, and then open the file again. If the red x still appears, you may have to delete the image and then insert it again. The image cannot be displayed. Your computer may not have enough memory to open the image, or the image may have been corrupted. Restart your computer, and then open the file again. If the red x still appears, you may have to delete the image and then insert it again.
  40. 40. Get your hands dirty! What are your target behaviours?
  41. 41. LEARN! COLLECT! COMPETE! Gain knowledge and experience through challenges! Collect points and badges to level up! Pit your score against other countries and global peers!
  42. 42. Get your hands dirty! Profile your target players: Make a list of characteristics of your target group and desired emotions.
  43. 43. Bartle’s Player Types
  44. 44. THE GAMIFIED LEARNING EXPERIENCE! Scaffolded Challenges! Competitive Spirit! Instantaneous Feedback! Earning Rewards!
  45. 45. >20,000 employees, 2 million challenge completions! Product!
  46. 46. Product!
  47. 47. Analytics! Create! Content! Organize!1! 2! 3!4! Backend
  48. 48. Case Study: Bank engaging employees in their anniversary
  49. 49. hawabadaldo.com!
  50. 50. Leadership and Team Building (LTB) is a core module offered as part of the business program in the Singapore Management University (SMU). To solve the problem of engagement in LTB beyond the classroom, the Gametize platform to produce GameLead, a gamified experience to make learning much more engaging, exciting and easy for 177 students in a pilot run.   GameLead was made available on both web and mobile to be played by students wherever, whenever! GameLead Case Study A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  51. 51. Games were segregated according to LTB classes, students will only see their designated classes, while administrators can access all 4 games. A Case Study on Gamification and Learning All Rights Reserved. Gametize.com A Game for Each Class
  52. 52. New quests unlocked weekly A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  53. 53. A series of simple challenges, from photos, quizzes, and videos prompted students to reflect on and apply what they have learnt in class Challenges within each Quest A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  54. 54. Challenges within each Quest A Case Study on Gamification and Learning All Rights Reserved. Gametize.com An activity feed enabled students to view submissions by other classmates and vote, which increase the points of the submission
  55. 55. Students can also log their in-class participation for points here Class Participation Quest! A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  56. 56. Gamification was also used to collect student feedback on the GameLead experience A Case Study on Gamification and Learning All Rights Reserved. Gametize.com Gathering Feedback and Sentiments!
  57. 57. A Case Study on Gamification and Learning All Rights Reserved. Gametize.com We were able to extract sentiments that help us understand our users’ pain in using GameLead, some of which are negative Gathering Feedback and Sentiments
  58. 58. Gathering Feedback and Sentiments A Case Study on Gamification and Learning All Rights Reserved. Gametize.com We also discovered what the students enjoyed about GameLead that can help with future executions
  59. 59. Verdict and Results A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  60. 60. A Case Study on Gamification and Learning All Rights Reserved. Gametize.com Verdict: Successfully Gametized
  61. 61. A Case Study on Gamification and Learning All Rights Reserved. Gametize.com Verdict: Successfully Gametized
  62. 62. A Case Study on Gamification and Learning All Rights Reserved. Gametize.com Verdict: Successfully Gametized
  63. 63. Focus on the problem, objective, and data At a glance, it is easy to dismiss due to a handful negative reviews. However, GameLead was designed to solve the problem of engaging students beyond the classroom, and the objective was to provide a seamless and engaging experience through gamification. The success should then be measured based on the overall data in relation to these questions, in this case, showing GameLead’s effectiveness. Iterative Development and Improvement Gamification is a fairly new concept, especially with the use of digital technologies. An iterative approach to improving GameLead based on the data is key to its continued success. The unfavorable sentiments, though not necessary relevant, (e.g. minority users do not want to be engaged outside of classroom) should be reviewed and considered. Conclusion for GameLead A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  64. 64. Heaphy and Losada’s Positive to Negative Feedback Ratio: Can this be Gametized?
  65. 65. How many % of gamers are women?
  66. 66. What exactly makes a game fun? @keizng
  67. 67. Frustration! Sense of Achievement! Challenge! Strategy! Problem Solving! 1. Hard fun! @keizng
  68. 68. Interesting content! Collecting Items! Points and level-ups! Amazement! Happiness! 2. Easy fun! @keizng
  69. 69. Exploration! Escape from thoughts & feelings! Excitement! 3. Altered States! Surprises! Discovery! @keizng
  70. 70. Competition! Teamwork! Social Bonding! Personal Recognition! Sense of Achievement! 4. The People Factor! @keizng
  71. 71. Case Study: Bank introducing a learning mindset “Space Runner”
  72. 72. gamification is not magic. it is a process with a long term strategy, which like many others, must be well-designed and planned. there are no rules to fun.
  73. 73. otherwise it will backfire!
  74. 74. Real Intrinsic motivators
  75. 75. Don’t overgive rewards
  76. 76. Make real fun, and keep them fresh
  77. 77. credits to
  78. 78. @keizng Leaderboards. Not always good
  79. 79. create emotions tell a story introduce heroes paint a journey lots of testing
  80. 80. G! A! M! E! T! I! S! E! Generous, Extrinsic Rewards (With clear paths)! Appealing, Fresh Content & Context (Make Stickiness)! Maintain and Manage Efficiently (Use tools) ! Easy and Emotional, relevant to audience profiles! Tribalism (create tribes and communities)! Intrinsic motivations (move from extrinsic rewards)! Social behaviors (create conversations, sharing)! KEY ELEMENTS! KEY GOALS! Gametize’s Design Strategy Anti-Gaming Mechanics! Iterative Testing and Changes! DESIGN CONSTANTS! D! Data for analysis (create valuable intelligence)! Engaged target behaviors relevant to target goals!
  81. 81. @keizng !  Promotes culture of Transparency with clear paths !  Your ‘employees’ are customers; they should have a great user experience with Meaning and Relevance !  Focus on the People and their Emotions (e.g. teaming, competition, socializing) !  Encourages Frequent Feedbacks to help them grow and enjoy the journey, with milestones and achievements !  Understanding that Intrinsic Rewards are more effective Why A Gamification Mindset Matters in HR
  82. 82. Get your hands dirty! Design your game.
  83. 83. Create games where your players can: Upload a photo Write a comment Answer a quiz Make a prediction Scan a QR code Fill in the blank Enter a secret passcode Answer a survey Get your hands dirty!
  84. 84. @keizng Octalysis: What motivates us?
  85. 85. Gametize’s Intrinsic Motivation Framework
  86. 86. Scorecard! http://bit.ly/gscorecard! ! The Gametize Scorecard & Checklist is designed to be a guiding light to make awesome games. Let's begin with a basic checklist.! ! !  Has the problem been defined? Otherwise, has an overall objective been identified? e.g. lack of motivation for training, implementing a long term loyalty and contest platform" ! !  Have the goals been determined? e.g. Increased knowledge, interests, conversion of sales" ! !  Have the target behaviors been decided? e.g. Players will do quizzes weekly, encourage each other" ! !  Have the players been described? e.g. Unmotivated, avid mobile user, dislike " " ! Great, now that you have these information, let's go on to design the Gametize experience, based on the following scorecard. You don't have to hit a perfect score, but these are questions that you should keep in mind. # " " !
  87. 87. Game! •  How clear are the objectives of the games for the players? ___/10" (Do players know what to expect? Do they know what are the rewards, if any? Are these in the descriptions?)! •  How attractive are the rewards to the described players (monetary or non monetary)  ___/10" (For Enterprises, avoidance of penalties can be a form of reward too, e.g. dance)! •  Are there any "wow factors" or surprise discovery of rewards in place?  ___/10" (If so, are players somewhat aware, and how easy can the early rewards be discovered?)! •  How focused are the games? ___/10" (Is the gametoo broad? Are the challenges specific and consistent in theme?)! Challenges! •  How easy is the on-boarding (very first) challenge to complete? ___/10! •  How appealing are the challenges to the described players? __/10" (Will the players be intrinsically motivated? e.g. sharing photos let them express themselves)! •  Will there be fresh challenges rolled out? If so, is the schedule well designed? ___/10# (Also, are the players aware of new challenges periodically?)! •  Are the challenges well thought, relevant to the objectives/goals/problem, instead of being random? ___/10! •  Are the challenges easy to understand? ___/10! •  There are not too much and overwhelming number of challenges ___/10!
  88. 88. Feedbacks, Competition! •  How clear and frequent are the feedbacks? ___/10! •  Are the feedbacks relevant to objective/goals? ___/10! Some food for thoughts! •  What motivates the user to achieve the targeted behavior? (Every time I want to ______, I use the app)! •  Is this a long-term or short-term game? If it is the former, what are your plans to sustain interest in the long run?! •  Does the challenges increase with difficulty over time to give users a sense of mastery?!
  89. 89. “The opposite of play is not work. It is depression” - Dr Stuart Brown
  90. 90. Banking & Finance! Media! Telecommunications! Oil & Gas! Events! Education! Consumer Brand!
  91. 91. @keizng keithsayshi!
  92. 92. !  Download Gametize App for inspirations. !  Go to Slideshare.net/Gametize for more resources. !  For our secret Gametize Playbook and Gamification for Learning White paper, drop me a note !  keith@gametize.com | @keizng

  93. 93. !  Download Gametize App for inspirations. !  Go to Slideshare.net/Gametize for more resources. !  For our secret Gametize Playbook and Gamification for Learning White paper, drop me a note !  keith@gametize.com | @keizng
 “Let’s bring back the Humans and Relationships in HR, and make work more meaningful and happier”
 - Yours Truly, Keith Ng, CEO of Gametize!

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