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An Inquiry into Gamification
Services: Practices, Experiences
and Insights
Arnab, S.1, Nalla, M.2, Harteveld, C.3 & Lameras, P.4
1Disruptive Media learning Lab, Coventry University, UK
2University of Warwick, UK
3Game Design Group, Northeastern University, USA
4Serious Games Institute, Coventry University, UK
Introduction
 Despite this rise in popularity, a large majority of
gamification projects have been predicted to fail
(Harbert 2014).
 Poor initial design as opposed to the technology used
 Need for appropriate advice and best practice guidance
for applying gamification to their business.
Aim
To explore the views of companies that have provided
extensive gamification services to business clients on
designing and implementing gamification projects in
order to identify best practices in business
gamification.
Method
 Four semi-structured interviews were conducted with
senior management of companies involved in
gamification.
 The resulting sample represents a good mix of
companies applying business gamification for
consumer facing and employee facing applications
 Five main themes: methodology, design,
administrative, issues and insights
Samples
 Company A: small consultancy owned and run by a leading gamification
expert; who was the interviewee. The consultancy specialises in gamification
design for consumer facing websites and is based in California, USA.
 Company B: specialises in enterprise gamification- gamification for
internal employee facing applications, based in Israel and the USA. The
interviewee is the founder.
 Company C: gamification of corporate learning, based in the UK and the
interviewee is the founder and managing director.
 Company D: a UK based digital user experience agency that specialises in
digital marketing and branding. The interviewee is the CEO and former
head of innovation. The company has a lot of experience with the consumer
facing side of gamification.
Views on Methodology
Views on Design
Views on Administrative
(metrics)
Views on Issues
Summary on Insights
Finding 1
 All four companies indicate a great emphasis on
avoiding de-humanising the target users by using
trivial mechanics in hope of engaging them as a
common entity
 Importance of player/user profiling instead and
potential of motivations and emotions in establishing
an engaging user experience.
Finding 2
 Big data integration and analytics
 Analytics and optimisation are part of a gamification
activity and feedback life cycle that involve taking
measurements of the required behaviours and KPI’s of
a gamified system.
Finding 3
 Integrates the first and second main finding into a procedure for
designing and implementing gamification
 Distilling from the methodologies the companies deploy, we can
conclude that companies looking into employing gamification
should:
 (1.) Understand the business objectives and define more
specific goals;
 (2.) Define the behaviours that will lead to business objectives;
 (3.) Understand the target audience or players;
 (4.) Apply game mechanics according to the player types and
desired behaviours; and
 (5.) Analyse behaviours, measure results and optimise
accordingly, in order to achieve success in applying gamification
in business.
Conclusion
 The paper provides an overview of the perspectives of
gamification service providers based on the themes
 Though differing in some perspectives, all companies agree than
considering the characteristics of the users is key to ensure that
the right gamification mechanics, dynamics and aesthetics are
considered
 Demonstrated that the application of gamification for business may
have truly adopted game design thinking in their approaches.
 Further work will be built upon these findings, which will include
extracting views and perceptions from a larger set of companies
as well as from the user community in terms of gamification
applied in a customer facing and employee facing scenarios.

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A short presentation for The International Gamification for Business Conference

  • 1. An Inquiry into Gamification Services: Practices, Experiences and Insights Arnab, S.1, Nalla, M.2, Harteveld, C.3 & Lameras, P.4 1Disruptive Media learning Lab, Coventry University, UK 2University of Warwick, UK 3Game Design Group, Northeastern University, USA 4Serious Games Institute, Coventry University, UK
  • 2. Introduction  Despite this rise in popularity, a large majority of gamification projects have been predicted to fail (Harbert 2014).  Poor initial design as opposed to the technology used  Need for appropriate advice and best practice guidance for applying gamification to their business.
  • 3. Aim To explore the views of companies that have provided extensive gamification services to business clients on designing and implementing gamification projects in order to identify best practices in business gamification.
  • 4. Method  Four semi-structured interviews were conducted with senior management of companies involved in gamification.  The resulting sample represents a good mix of companies applying business gamification for consumer facing and employee facing applications  Five main themes: methodology, design, administrative, issues and insights
  • 5. Samples  Company A: small consultancy owned and run by a leading gamification expert; who was the interviewee. The consultancy specialises in gamification design for consumer facing websites and is based in California, USA.  Company B: specialises in enterprise gamification- gamification for internal employee facing applications, based in Israel and the USA. The interviewee is the founder.  Company C: gamification of corporate learning, based in the UK and the interviewee is the founder and managing director.  Company D: a UK based digital user experience agency that specialises in digital marketing and branding. The interviewee is the CEO and former head of innovation. The company has a lot of experience with the consumer facing side of gamification.
  • 11. Finding 1  All four companies indicate a great emphasis on avoiding de-humanising the target users by using trivial mechanics in hope of engaging them as a common entity  Importance of player/user profiling instead and potential of motivations and emotions in establishing an engaging user experience.
  • 12. Finding 2  Big data integration and analytics  Analytics and optimisation are part of a gamification activity and feedback life cycle that involve taking measurements of the required behaviours and KPI’s of a gamified system.
  • 13. Finding 3  Integrates the first and second main finding into a procedure for designing and implementing gamification  Distilling from the methodologies the companies deploy, we can conclude that companies looking into employing gamification should:  (1.) Understand the business objectives and define more specific goals;  (2.) Define the behaviours that will lead to business objectives;  (3.) Understand the target audience or players;  (4.) Apply game mechanics according to the player types and desired behaviours; and  (5.) Analyse behaviours, measure results and optimise accordingly, in order to achieve success in applying gamification in business.
  • 14. Conclusion  The paper provides an overview of the perspectives of gamification service providers based on the themes  Though differing in some perspectives, all companies agree than considering the characteristics of the users is key to ensure that the right gamification mechanics, dynamics and aesthetics are considered  Demonstrated that the application of gamification for business may have truly adopted game design thinking in their approaches.  Further work will be built upon these findings, which will include extracting views and perceptions from a larger set of companies as well as from the user community in terms of gamification applied in a customer facing and employee facing scenarios.

Editor's Notes

  1. Please refer to the paper for explanation of each themes.