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Green Gamification at Green Growth 2017 Conference


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Pete Jenkins' slides from Green Growth Conference 2017, Brighton (February 2017). An introduction to gamification and strategies to use it in motivating for environmental behaviour change.

Published in: Environment
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Green Gamification at Green Growth 2017 Conference

  1. 1. Subtle engagement and outright fun: Using gamification to improve the effectiveness of your international marketing British Council SIEM Conference December 2015 – Pete Jenkins Photo by John-Morgan - Creative Commons Attribution License Green Growth Conference 2017 GREEN GAMIFICATION Pete Jenkins – February 2017
  2. 2. PETE’S CURRENTTITLES © 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) Organiser of Brighton Gamification Meetup Ambassador forWorthing & Adur and Brighton & Hove Chambers of Commerce
  3. 3. What do you play?
  4. 4. Gamification refers to the use of game mechanics in non-gaming contexts
  5. 5.
  6. 6. “Gamification is becoming a catch all word that encompasses not just gamification but also serious games, simulations, game based learning and playful experiences” Raftopoulos (2015) Marigo Raftopoulos ication/274963363_How_enterpris es_play_Towards_a_taxonomy_fo r_enterprise_gamification
  7. 7. “Games give us unnecessary obstacles that we volunteer to tackle” Bernard Suits
  8. 8. “UX design is about removing problems from the user. Game design is about giving problems to the user” Raph Koster
  9. 9. 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
  10. 10. How much did Destiny make in sales on the first day? A. £50,000,000 B. £500,000,000 C. £900,000,000
  11. 11. Activision Blizzard’s players racked up how many hours of play time in 3rd Quarter 2016? A. 100 million B. 1 billion C. 10 billion
  12. 12. In 2014 what percentage of video game players in the UK were female? A. 27% B. 41% C. 52%
  13. 13. Dopamine Oxytocin Serotonin Endorphins
  14. 14. Marczewski’sThree Layers of Motivation
  15. 15. Points Resources Boss fights Game components Content unlocking Badges Progression Collections Achievements Social graph Leaderboards Combat Virtual goods Quests Virtual currency Avatars GiftingLevels Teams
  16. 16. ReduceYour Juice
  17. 17. Gamification Strategy Deliberately take aspects of games and use them as lenses to identify gaps in people processes and explore new strategies for engagement Play with others and share your thinking. Ideas will evolve faster and teams will adopt and take ownership of shared new strategies. Notice, value and reward game thinking in others. Game players are already found throughout our businesses. Use their creative and strategic thinking and embed games into the culture.
  18. 18. Thank you for playing.Questions? @gamifiplus @petejenkins