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GAMIFICATION
1
in practice
”How to successfully
add Gamification to a system”
Jan Bidner
© Sogeti
Games?
Seriously!
© Sogeti 3
Games
© Sogeti
Games
Make
Sense
4
© Sogeti
“the use of game design elements and game
mechanics in a non-game contexts”
5
“Black Belt UX”
© Sogeti 6
Gartner, 2012 Predictions
about
Gamification
© Sogeti
70%
50%
25%
of redesigned business processes will use gamification by 2015
of organizations That Manage Innovation Processes Will Gamify Those
Processes, by 2015
of global 2000 businesses will be managing at least one “gamified”
application or system by 2014.
© Sogeti 8
Gamification
is trending
© Sogeti
WHO’s
a Gamer?
© Sogeti 10
© Sogeti
The 2014 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software
Association (ESA) in April 2014. The annual research was conducted by Ipsos MediaCT for ESA. The study is the most in-depth
and targeted survey of its kind, gathering data from more than 2,200 nationally representative households. Heads of
households, and the most frequent gamers within each household, were surveyed about their game play habits and attitudes.
ESA annual research 2014
http://www.theesa.com/wp-content/uploads/2014/10/ESA_EF_2014.pdf
© Sogeti
Music Movies Games
http://www.statista.com/
$25BN
$88,3 BN
$101,6 BN
Worlds greatest
Entertainment Industry
© Sogeti
HOW
Do we learn?
© Sogeti
10% Of what you read sticks
20% Of what you hear lingers on
30% Combined sound and vision
90% Interact with learning materials
© Sogeti
Gaming is a primary
source of entertainment today and central to learning
© Sogeti
Happyland!
Just do it... Or What?
© Sogeti
80% 20%
© Sogeti
Marketing, Sales, Military, Health…. HR, Oboarding, training…
Trends – Last decades
© Sogeti
”Toolbox”
© Sogeti 20
- Points
- Badges
- Leaderboards
No Silver Bullet
© Sogeti
0%
50%
100%
Meaning
Empowerment
Social Influence
Unpredictability
Avoidance
Scarcity
Ownership
Achievement
Core Drives - Octalysis
Black Hat
White Hat
Octalysis Group / Yu-Kai Chou
© Sogeti
Bartle Player Types
Player
World
Action
Interaction
Killers Achievers
Socializers Explorers
Compete
Win
Strategy
Challenges
Levels
Challenge
Level up
Co Operation
Communicate
Fantasize
Personalize
Perform
Collect
Calculate
Finish
Interpret
Learn
Repeat
Overcome
Investigate
Reflect
© Sogeti
Challenges
Rewards
Feedback
© Sogeti
DYNAMICS
MECHANICS
vs
vs
EVERYTHING ELSE
© Sogeti
EXAMPLES
Concrete
GAMIFICATIONof
Practices
© Sogeti
LINKED IN
Early results
© Sogeti
French Postal Service
Dropout rate 25%!
”Play a working week”
Dropout rate 8% !!!
http://formaposte-iledefrance.fr/jeu-facteur-academy/
© Sogeti
ÅDALSSKOLAN
Great focus on socialize and achieve
© Sogeti
ZOMBIE RUN
Storytelling /Narrative
© Sogeti
Deloitte Success Story (DLA)
”Addictive Behaviour”
”Unpredictable Rewards”
”Contextual Leaderboards”
”Missions”
https://hbr.org/2013/01/how-deloitte-made-learning-a-g
© Sogeti
How to?
Start?
© Sogeti
Business Goals?
Target Audience?
Measuring success?
© Sogeti
• Engage HR and process owners
• Address 4-5 specific activities/areas
• Define Business Goals, target audience, how to measure success 
What behaviour do we want to change (by adding meaning and
increase engagement)
• Pitch the activities and our conception of gamification to the customer
• Workshop candidate Game Mechanics (with player types and Core
Drives in mind)
• Consider whether it’s structural gamification (system elements) or
Serious Games (Narrative/tailored/storyline)
• Make a Proof of Concept
ACTIONLISTTOULOUSE
© Sogeti Why not add some positive incentives?
What is the core drive for
Time reporting?
35
@janbidner
jan.bidner@sogeti.se
+4672-2149913
http://www.sogetipodcast.se/gamification

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Gamification sogeti-toulouse

Editor's Notes

  1. But games? That’s just for fun… Why should we do funny stuff at work? That’s not really serious!
  2. When we think of games we think about lots of different things. Things you engage in becasuse its, fun, engaging, thrilling or even addictive. You play games for leisure, for learning and to relax and to socialize with others or to challenge and be challenged. And there are so many great things about games…
  3. And you know what? Games make sense. That is the main message i want to get through. That’s why we engage in them, play them and that’s why they are great. And that’s why we should use them more and apply the methods behind games in other areas
  4. When we think of games we think of lots of different things. Things you engage in becasuse its, fun, engaging, thrilling or even addictive. You play games for leasure, for learning and to relax and to socialize with others or to challenge and be challenged. And there are so many great things about games.
  5. Gartner – this is a revolution! In1996 everyone wanted a web page even though they didn’t know why, In 2006 everyone wanted apps the same way – in 2015 everyone wants gamification
  6. Gamification has been around since airline loyalty programs and coupon marketing in sales. But digitally it’s been around since mid 2000. It was first coined as an actual word in 2006 by a developer. It Main streamed in 2010. But what is gamification? It’s not not games. But it uses game thinking and it attracts game players
  7. So who plays games? What’s the demographic? Who engage in gameplay?
  8. What is your preconceptions about who’s a game`r?
  9. The Entertainment Software Associations
  10. Sources: Biggest entertainment industry in the world Internet advertising bureau UK Forskningsinstitutet populus.
  11. The federation of American Scientists, 2006
  12. Sources: Internet advertising bureau UK Forskningsinstitutet populus.
  13. Gartner also predicts that 80% och the companies will fail gamifying their applications. So how do you make sure you’re in the 20% ?
  14. What areas have been using gamification?
  15. We are looking for a toolbox. How do we fix our gamification need?
  16. No quick fix with prefab platforms and surface gamification. It could be a starting point but also we need to think wider and not focus too much on technology and structural and gamification components. They could absolutely be a part of the mix but we have to know our context first.
  17. We need to know what drives people to engage i activity. What motivates them. Behavioural science – Goes back to Maslow's hierarchy of needs - Wikipedia, the free ... He dug deep into motivation and personality
  18. Player typer. One person can be several player types. A good system has something for several and all of these player types.
  19. Game mechanics add to a system and creates meaning and goal by adjusting the level of complexity and how hard it is due to how the user performs. Where am I in the game? What do I need to practice? Engagement through interaction and dialogue. The same mechanic that gives the player feedback also adjusts to the players need/and level of mastery…. Many argue that school is already a gamified system. Because there are a lot of game like elements (grades and tests and so on). But what s somewhat missing in many cases is relevant and instant feedback or adjustment to level of mastery and different needs and learning types.
  20. You need to balance your gamified system.
  21. Linked In progression. Accomplish (Empower) and acheive and socialize. What drives you to update your profile?
  22. Success story! Serious game example. Narrative/storytelling.
  23. ”Gamification Education Examples”
  24. Zombies run. Missions Virtual ”stuff” IRL Levels of accomplishment Achievements. *Meaning, achievement, unpredictability, empowerment, Avoidance and scarcity (time, virtual food)
  25. Deloitte success story. Deloitte Leadership Academy (DLA) training program increase. Participants, who are spending increased amounts of time on the site and completing programs in increasing numbers, show almost addictive behavior. training its own employees as well as its clients. DLA found that by embedding missions, badges, and leaderboards into a user-friendly platform alongside video lectures, in-depth courses, tests and quizzes, users have become engaged and more likely to complete the online training programs. The Academy has had over 20,000 executive users since its inception in 2008.
  26. Where do you start?
  27. What are your business goals? Define the business problem that gamification is trying to address as clearly as possible. Determine if gamification is something that can contribute to solving this problem or if it will supplement existing plans. Benchmark what your peers in similar organizations are doing with gamification and understand what works and what does not work. For example, do you want to add gamification for learning as a way to have more learners complete their certifications or compliance programs? Or are you appealing to a growing segment of Millennials who express a desire for learning to be fun, engaging and highly collaborative? Who is your audience? Will this be directed to internal employees or external stakeholders such as dealers or distributors? Do you want to design prescriptive missions or create more open experiences? View the game from the learner’s point of view. No one wants to perpetually be at the bottom of a leaderboard. Instead demonstrate to users how they can progress toward higher levels of mastery. The goal is not to “game” or manipulate target audiences, but rather to mesh behavioral science with social technologies to increase collaboration and engagement levels among your users. How will you track success? Have a plan in place for measuring the effectiveness of your gamification efforts. It’s not enough to capture data; you need to analyze it as well. Some measures to think about include: level of engagement among users, number of power users on the site, learning completion rates among users, satisfaction rates among users and the relationship between engagement and achievement levels on the site and individual promotions, and other external career progressions among your users.
  28. How do add more positive incentives than your boss being mad at you for reporting late? (Avoidance) First one to hand the time report fridays after 15 joins a lottery? (Unpredictability, Achievement)