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Learning network keynote on Gamification in L&D


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Keynote slides from Pete Jenkins' talk on Gamification in L&D at Learning Network in Bucharest, Romania. September 2017.

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Learning network keynote on Gamification in L&D

  1. 1. Gamification in L&D Pete Jenkins – September 2017 Learning Network
  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
  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.
  13. 13. Marczewski’s Three Layers of Motivation
  14. 14. Points Resources Boss fights Game components Content unlocking Badges Levels Progression Collections Achievements Social graph Leaderboards Teams Combat Virtual goods Quests Virtual currency Avatars Gifting
  15. 15. Maersk
  16. 16.
  17. 17.
  18. 18. 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
  19. 19. Gamification+ Success Framework
  20. 20. 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.
  21. 21. Please attempt: • Bad Guys – • The Sticky Chair • Power Ups - • Hug Yourself • Human Tag
  22. 22. Thank you for playing.Today we’ve looked at: • Neuroscience & psychology • Game components • Gamification for L&D Examples Any questions? @gamifiplus @petejenkins