Gamification

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A focus on how gamification techniques can leverage social networks to achieve a business objective.

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Gamification

  1. 1. Gamification Learning from games © Jean-Charles Pillet
  2. 2. In an average american organization… 19% actively disengaged 50% disengaged 30% engaged © Jean-Charles Pillet Source: Gallup
  3. 3. © Jean-Charles Pillet Source: Gallup
  4. 4. Engaged employees tend to… Contribute Be conscientious Act civic © Jean-Charles Pillet Be less selfish Be helpful
  5. 5. Definition (s) © Jean-Charles Pillet
  6. 6. Figures & trends © Jean-Charles Pillet
  7. 7. Figures and trends « This is inevitable: soon, we will all be gamers » R. Fahey, journaliste © Jean-Charles Pillet
  8. 8. A true « A mass exodus» E. Castronova, Economiste © Jean-Charles Pillet
  9. 9. Examples © Jean-Charles Pillet
  10. 10. Foodspotting.com © Jean-Charles Pillet
  11. 11. Foursquare © Jean-Charles Pillet
  12. 12. Samsungnation © Jean-Charles Pillet
  13. 13. “ “ ” © Jean-Charles Pillet
  14. 14. Nike Plus Challenge Feedback © Jean-Charles Pillet Community
  15. 15. Narratives © Jean-Charles Pillet Mission Zombie run
  16. 16. © Jean-Charles Pillet
  17. 17. © Jean-Charles Pillet
  18. 18. “ “ ” © Jean-Charles Pillet
  19. 19. Categories © Jean-Charles Pillet
  20. 20. Categories Added-value of Gamification © Jean-Charles Pillet
  21. 21. ▶ ▶ © Jean-Charles Pillet
  22. 22. © Jean-Charles Pillet
  23. 23. ▶ ▶ ▶ © Jean-Charles Pillet
  24. 24. ▶ ▶ ▶ © Jean-Charles Pillet
  25. 25. © Jean-Charles Pillet
  26. 26. ▶ ▶ ▶ ▶ ▶ © Jean-Charles Pillet
  27. 27. ▶ ▶ ▶ © Jean-Charles Pillet
  28. 28. © Jean-Charles Pillet
  29. 29. ▶ ▶ ▶ ▶ © Jean-Charles Pillet
  30. 30. © Jean-Charles Pillet
  31. 31. Motivating effect Variety of mechanisms Broad range of application © Jean-Charles Pillet
  32. 32. Game Design © Jean-Charles Pillet
  33. 33. Bartle’s 4 player types © Jean-Charles Pillet Franck Caron
  34. 34. Richness of game experience © Jean-Charles Pillet Kevin Werbach
  35. 35. PBL (1/3) Points Score track Feedback Connecting activity and reward © Jean-Charles Pillet Progression Data mining Win state
  36. 36. PBL (2/3) Badges Signaling effect Collect Style © Jean-Charles Pillet Achievement Proof Customization
  37. 37. PBL (3/3) Leaderboard Ranking Connecting Feedback (relative) Emulation © Jean-Charles Pillet
  38. 38. © Jean-Charles Pillet
  39. 39. © Jean-Charles Pillet
  40. 40. © Jean-Charles Pillet
  41. 41. 4 types of« fun » Easy fun Hard fun Serious fun People factor © Jean-Charles Pillet Nicole Lazzaro
  42. 42. Conclusion © Jean-Charles Pillet
  43. 43. © Jean-Charles Pillet
  44. 44. © Jean-Charles Pillet
  45. 45. © Jean-Charles Pillet
  46. 46. « Fun from games arises out of mastery » Ralph Koster Reward ≠ Accomplishment © Jean-Charles Pillet
  47. 47. « Whoever must play, cannot play » James Carse Voluntary ≠ Forced © Jean-Charles Pillet
  48. 48. Work. © Jean-Charles Pillet Play.
  49. 49. Thank you for your attention Jean-Charles PILLET jean-charles.pillet@atos.net LinkedIn Special thanks to Danny Oldenhave for his valuable input on this workshop

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