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Why Gamification? For HR & L&D

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Gamification slides from Pete Jenkins' workshop for CIPD South on 12th July 2017. How games engage and motivate. HR examples.

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Why Gamification? For HR & L&D

  1. 1. Why Gamification? How Games Engage and Motivate Pete Jenkins – July 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
  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. 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. Attract • Employer branding • Recruitment Induction • Onboarding • Culture L&D • Job Mastery • Future Leaders Retaining • Well being • Engagement
  16. 16. Attract • Employer branding • Recruitment
  17. 17. Maersk http://www.maersk.com/en/hardware/quest-for-oil
  18. 18. TopCoder https://www.topcoder.com/
  19. 19. How are you attracting millennials to your organisations?
  20. 20. Induction • Onboarding • Culture
  21. 21. http://www.focusgames.com/case_studies/McDonald's%20Case%20Study%2012.08.16.pdf
  22. 22. https://splash.crm.co/
  23. 23. https://panamapapers.icij.org/stairway_tax_heaven_game/
  24. 24. How engaging are your induction and onboarding processes?
  25. 25. L&D • Job Mastery • Future Leaders
  26. 26. 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
  27. 27. In 2015, how many viewers tuned in to watch the League of Legends World Championship finals? A. 36,000 B. 360,000 C. 36,000,000
  28. 28. The prize for the winning team at the 2016 League of Legends World Championships? A. $500k B. $2m C. $5m
  29. 29. TheDiamondMinecart (DanTDM)’s YouTube gaming channel had how many views just in June 2016? A. 13.1m B. 180.2m C. 370.3m
  30. 30. Could you broadcast your staff doing their jobs, live?
  31. 31. Retaining • Well being • Engagement
  32. 32. http://keas.com/
  33. 33. © GAMIFICATION+ LTD 2016 38
  34. 34. http://i360institute.com/wp-content/uploads/2011/10/Gartner_DWP_Case_Study.pdf
  35. 35. Gamification+ Success Framework https://gamificationplus.uk/game/
  36. 36. 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.
  37. 37. https://www.superbetter.com Please attempt: • Bad Guys – • The Sticky Chair • Power Ups - • Hug Yourself • Human Tag
  38. 38. Thank you for playing. Today we’ve looked at: • Neuroscience & psychology • Game components • HR Examples • eSports Any questions? pete.jenkins@gamificationplus.uk https://gamificationplus.uk @gamifiplus @petejenkins

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