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Gamification for BPA Seminar Slides - Pete Jenkins 10th November 2017

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Why Gamification? How Games Engage and Motivate. Slides from Pete Jenkins' workshop on examples for HR delivered at British Ports Association in London, November 2017.

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Gamification for BPA Seminar Slides - Pete Jenkins 10th November 2017

  1. 1. Why Gamification? How Games Engage and Motivate Pete Jenkins – November 2017
  2. 2. © GAMIFICATION+ LTD 2015 2 Founder – GAMIFICATION+ LTD Entrepreneur in Residence at University of Brighton Chair – International Gamification Confederation (GamFed) Researcher in Gamification in HR at CROME (Centre for Research on Management & Employment) Ambassador - Brighton & Hove Chamber of Commerce Chair - Gamification Europe Conference
  3. 3. What do you play?
  4. 4. Gamification refers to the use of game mechanics in non-gaming contexts
  5. 5. “Games give us unnecessary obstacles that we volunteer to tackle” Bernard Suits
  6. 6. Activision spent 6 years and how much money developing and launching the game Destiny? A. £31,000,000 B. £105,000,000 C. £310,000,000
  7. 7. How much did Destiny make in sales on the first day? A. £50,000,000 B. £500,000,000 C. £900,000,000
  8. 8. Dopamine Oxytocin Serotonin Endorphins
  9. 9. Maslow’s Hierarchy of Needs
  10. 10. Three basic needs Competence Autonomy Relatedness Self-Determination Theory
  11. 11. Three key drivers Mastery Purpose Autonomy Daniel Pink - Drive
  12. 12. http://freerice.com
  13. 13. Marczewski’s Three Layers of Motivation
  14. 14. Attract • Employer branding • Recruitment Induction • Onboarding • Culture L&D • Job Mastery • Future Leaders Retaining • Well being • Engagement
  15. 15. Attract • Employer branding • Recruitment
  16. 16. Maersk http://www.maersk.com/en/hardware/quest-for-oil
  17. 17. TopCoder https://www.topcoder.com/
  18. 18. How are you attracting millennials to your organisations?
  19. 19. Induction • Onboarding • Culture
  20. 20. http://www.focusgames.com/case_studies/McDonald's%20Case%20Study%2012.08.16.pdf
  21. 21. https://splash.crm.co/
  22. 22. https://panamapapers.icij.org/stairway_tax_heaven_game/
  23. 23. How engaging are your induction and onboarding processes?
  24. 24. L&D • Job Mastery • Future Leaders
  25. 25. Compettia - Atrivity Average knowledge increase in players over a 5 day period is 30% 80% of players end up playing it outside of work hours Most questions answered by a player in 5 days is 10,521 questions Average player will answer 800 questions during a 5 day period Most commonly play between 11pm and 1am
  26. 26. Retaining • Well being • Engagement
  27. 27. http://keas.com/
  28. 28. © GAMIFICATION+ LTD 2016 32
  29. 29. http://i360institute.com/wp-content/uploads/2011/10/Gartner_DWP_Case_Study.pdf
  30. 30. Gamification+ Success Framework https://gamificationplus.uk/game/
  31. 31. Gamification Tip Game players are already found throughout our businesses. Notice, value and reward game thinking Use their creative and strategic thinking and embed games into your culture.
  32. 32. https://www.superbetter.com Please attempt: • Bad Guys – • The Sticky Chair • Power Ups - • Hug Yourself • Human Tag
  33. 33. Thank you for playing. 25% discount code BPA25: https://gamification-europe.com Today we’ve looked at: • Gamification • Neuroscience & psychology • HR Examples Any questions? pete.jenkins@gamificationplus.uk https://gamificationplus.uk @gamifiplus @petejenkins

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