Enterprise Gamification
Exploiting your users by letting them have fun
Mario Herger – 2012
www.enterprise-gamification.com | www.gamificationcommunity.com |   @mherger
© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   2
© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   3
Phunny Phacts


   Average age of gamers in years: 37

   % of gamers older than Fifty: 25

   % of youth playing computer & video games: 97

   % of female gamers: 42

   Social vs. Competitive Games: >3:1

   Avg. of hours/week played in World of Warcraft (WoW): 22

   # of articles in WoWWiki: ˜250,000

   Rank of WoWWiki compared to all Wikis: 2nd

   Rank of Wikipedia: 1st

   Most popular games played by US soldiers in Iraq when off-
    duty: Halo, Call of Duty
© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   4
The Grass is Greener…
                                                  Game                                           Work
  Tasks                              repetitive, but fun                     repetitive and dull
  Feedback                           constantly                              once a year
  Goals                              clear                                   contradictory, vague
  Path to Mastery                    clear                                   unclear
  Rules                              clear, transparent                      unclear, in-transparent
  Information                        right amount at the right               too much and not enough
                                     time
  Failure                            expected, encouraged,                   forbidden, punished, don’t
                                     spectacular, brag about it              talk about it
  Status of Users                    transparent, timely                     hidden
  Promotion                          meritocracy                             kiss-up-o-cracy
  Collaboration                      yes                                     yes
  Speed/Risk                         high                                    low
  Autonomy                           high                                    mid to low
  Narrative                          yes                                     only if you are lucky
  Obstacles                          on purpose
© 2012 Mario Herger. All rights reserved.                                    accidental
                                                           www.enterprise-gamification.com | www.gamificationcommunity.com   5
Definitions


               “Play is manipulation that indulges curiosity.”
                                                                                       Jesse Schell
                         “A game is a problem-solving activity,
                          approached with a playful attitude. ”
                                                                                       Jesse Schell
 “Gamification is the use of game-design techniques and
         game mechanics in non-game context.”
                                                                                              Wikipedia


© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   6
Quotes


          “The opposite of play isn't work, it’s depression.”
                                                                         Brian Sutton-Smith
                       “Fun is just another word for learning.”
                                                                                       Raph Koster
               “Games are giving us unnecessary obstacles
                      that we volunteer to tackle.”
                                                                               Jane McGonigal



© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   7
What’s Gamification?


                                            Gamification is the use of
                         game design techniques & mechanics
                    to solve problems and engage audiences.


                      Gamification strives to encourage users
                                  to engage in desired behaviors
                   in connection with non-game applications.


  Source: Wikipedia http://en.wikipedia.org/wiki/Gamification

© 2012 Mario Herger. All rights reserved.                   www.enterprise-gamification.com | www.gamificationcommunity.com   8
© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   9
Gamified apps that you (may) have played


 Frequent Flyer Programs




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   10
Gamified apps that you (may) have played

 Intuit - TurboTax




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   11
Gamified apps that you (may) have played

 EVs & Hybrids – Prius, Nissan Leaf, Chevy Volt




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   12
Gamified apps that you (may) have played


 LinkedIn                                              XING




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   13
Gamified apps that you (may) have played

 Amazon




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   14
Gamified apps that you (may) have played

 Nike+




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   15
Contrex [Video]




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   16
The Gartner Hype Cycle




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   17
Enterprise Gamification Market

                                  Gamification Software Market
                                         $2.8B by 2016
           $3,000                                                                                                   Global 2000
           $2,500
                                                                                                                       70 %
           $2,000
Millions




           $1,500                                                                                                 will have at least
                                                                                                                   one gamified
           $1,000                                                                                                  application by
            $500                                                                                                         2014

              $0
                      2011           2012       2013          2014           2015         2016
                                                                                       M2 Research                  Innovators
                                                                                                                       50 %
A little fun can go a long way, especially in the enterprise.
                                                                                                                     will gamify
 “If a company like SAP can not just reach these users, but engage them in a
                                                                                                                     innovation
 gamified experience that is compelling and fun, SAP can potentially make users
                                                                                                                    processes by
 something more than just users: they can be participants in a community
                                                                                                                        2015
 environment where that old coercive model of engagement is a thing of the past.”
                                                                                                                                     Gartner
 Joshua Greenbaum, February, 2011
 ”SAP Plays Games with the Analysts, and the Gamification of the Enterprise Begins”

  © 2012 Mario Herger. All rights reserved.                        www.enterprise-gamification.com | www.gamificationcommunity.com       18
Common Reactions to Gamification

  “I don’t need to waste my time on fun stuff, I have to do
                       serious work.”
                                                                                        German colleague
    “Do we make now a shooting game out of invoicing?”
                                                                                          Skeptic colleague
  “This is just exploiting employees. Nobody is gonna do
                     that just for points.”
                                                                       Skeptic German colleague
“FarmVille: I don’t play that, who’s playing that anyways?”
http://enterprise-gamification.com/index.php/en/blog/2-news/39-common-criticism-of-gamification-and-how-to-respond-to-it

© 2012 Mario Herger. All rights reserved.                 www.enterprise-gamification.com | www.gamificationcommunity.com   19
Gamification Facts & Figures 1 of 7


FoldIt -> 46,000 players solved problem in 10 days
          (scientists had failed 15 years to solve it)




 Sources:            http://fold.it
                     http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved.            www.enterprise-gamification.com | www.gamificationcommunity.com   20
Gamification Facts & Figures 2 of 7


Bottle Bank Arcade -> 50x more usage than nearby bottle return




 Sources:            http://www.thefuntheory.com/bottle-bank-arcade-machine
                     http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved.          www.enterprise-gamification.com | www.gamificationcommunity.com   21
Gamification Facts & Figures 3 of 7


Chevrolet Volt -> 53% reduction in speeding cars




 Sources:            https://seogadget.co.uk/5-new-examples-of-gamification/
                     http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved.           www.enterprise-gamification.com | www.gamificationcommunity.com   22
Gamification Facts & Figures 4 of 7


Restaurant -> 1.8% sales increase, 11% increase in gratuities




 Sources:            https://seogadget.co.uk/5-new-examples-of-gamification/
                     http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved.           www.enterprise-gamification.com | www.gamificationcommunity.com   23
Gamification Facts & Figures 5 of 7


Piano Staircase -> 66% more people used staircase




 Sources:            http://www.thefuntheory.com/piano-staircase
                     http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved.            www.enterprise-gamification.com | www.gamificationcommunity.com   24
Gamification Facts & Figures 6 of 7


Sales Events -> Event reporting up from 50 to 85 per week; after game up >10%




 Sources:            http://ideas.salescontestbuilder.com/
                     http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved.            www.enterprise-gamification.com | www.gamificationcommunity.com   25
Gamification Facts & Figures 7 of 7


Call Center -> 15% call time reduced, 8-12% increased sales




 Sources:            http://online.wsj.com/article/SB10001424052970204294504576615371783795248.html
                     http://enterprise-gamification.com/index.php/en/facts
© 2012 Mario Herger. All rights reserved.            www.enterprise-gamification.com | www.gamificationcommunity.com   26
Flow – “keeping the balance”




Mihaly Csikszentmihalyi: Flow: The Psychology of Optimal Experience, 1991
                         Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, 1975

© 2012 Mario Herger. All rights reserved.        www.enterprise-gamification.com | www.gamificationcommunity.com   27
Game Mechanics - Examples




 SCVNGR:                         http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
 Gamification.org:               http://gamification.org/wiki/Game_Mechanics
© 2012 Mario Herger. All rights reserved.               www.enterprise-gamification.com | www.gamificationcommunity.com   28
Game Mechanics (full & barely legible list)

1.     Achievement                                17.   Epic Meaning                             33.   Progression Dynamic
2.     Appointment Dynamic                        18.   Extinction                               34.   Ratio Reward Schedules
3.     Avoidance                                  19.   Fixed Interval Rewards Schedules         35.   Real-time v. Delayed Mechanics
4.     Behavioral Contrast                        20.   Fixed Ratio Rewards Schedule             36.   Reinforcer
5.     Behavioral Momentum                        21.   Free Lunch                               37.   Response
6.     Blissful Productivity                      22.   Fun Once, Fun Always                     38.   Reward Schedules
7.     Cascading Information Theory               23.   Interval Reward Schedules                39.   Rolling Physical Goods
8.     Chain Schedules                            24.   Lottery                                  40.   Shell Game
9.     Communal Discovery                         25.   Loyalty                                  41.   Social Fabric of Games
10.    Companion Gaming                           26.   Meta Game                                42.   Status
11.    Contingency                                27.   Micro Leader-board                       43.   Urgent Optimism
12.    Countdown                                  28.   Modifiers                                44.   Variable Interval Reward Sched.
13.    Cross Situational Leaderboards             29.   Moral Hazard of Game Play                45.   Variable Ratio Reward Schedule
14.    Disincentives                              30.   Ownership                                46.   Viral Game Mechanics
15.    Endless Games                              31.   Pride                                    47.   Virtual Items
16.    Envy                                       32.   Privacy

       SCVNGR: http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
      © 2012 Mario Herger. All rights reserved.                      www.enterprise-gamification.com | www.gamificationcommunity.com   29
Quotes (rejected by corporate bloggers)


      “Gamifying a shitty app makes the app only shittier.”
                                                                                      Mario Herger
                          “We don’t need no stinking badges!”
                                                                               Jane McGonigal
     “Consumers have a choice to play, employees don’t.”
                                                                                      Mario Herger




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   30
Skill Level


                                                                                                                  Master

                                                                                                          Mastery
                                                                                                          Teaching
Level of Expertise




                                                                                                     Challenge Creation
                                                                    Regular

                                                                 Habit-building


                               Rookie

                          Onboarding

                      Source: Amy Jo Kim
                     © 2012 Mario Herger. All rights reserved.         www.enterprise-gamification.com | www.gamificationcommunity.com   31
Bartle’s Player Types

                                                Acting




                       Killer                                                  Achiever
                       <1%                                                     ~10%
Players                                                                                                          World




         Socializer                                                             Explorer
                     ~80%                                                     ~10%
                                              Interacting
   Selftest: http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
  © 2012 Mario Herger. All rights reserved.          www.enterprise-gamification.com | www.gamificationcommunity.com   32
Values & Rewards


       Intrinsic Values                            Extrinsic Rewards




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   33
Values & Rewards


       Intrinsic Values                            Extrinsic Rewards
            Belonging                                    Points
            Autonomy                                     Level
            Power                                        Badges
            Mastery                                      Quests
            Meaning                                      Leader-boards
            Learning                                     Prizes
            Self-Knowledge                               Money
            Sex                                          Gold stars
            Love                                         Progress bars
            Fun                                          Smileys
            …                                            …


© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   34
Fun Motivators

1.  Recognizing Patterns                    17. Being a Wise Old Man                    33. Relaxing
2.  Collecting                              18. Being a Rebel                           34. Experiencing the Freakish
3.  Finding Random Treasures                19. Being the Magician, a keeper                or Bizarre
4.  Achieving a Sense of                        of secret knowledge                     35. Being Silly
    Completion                              20. Being the Ruler                         36. Laughing
5. Gaining Recognition for                  21. Pretending to Live in a                 37. Being Scared
    Achievements                                Magical Place                           38. Strengthening a Family
6. Creating Order out of Chaos              22. Listening to a Story                        Relationship
7. Customizing Virtual Worlds               23. Telling Stories                         39. Improving One’s Health
8. Gathering Knowledge                      24. Predicting the Future                   40. Imagining a Connection
9. Organizing Groups of                     25. Competition                                 with the Past
    People                                  26. Psychoanalyzing                         41. Exploring a World
10. Noting Insider References               27. Mystery                                 42. Improving Society
11. Being the Centre of                     28. Mastering a Skill                       43. Enlightenment
    Attention                               29. Exacting Justice and
12. Experiencing Beauty and                     Revenge
    Culture                                 30. Nurturing
13. Romance                                 31. Excitement
14. Exchanging Gifts                        32. Triumph over Conflict
15. Being a Hero
16. BeingJon Radoff – Game On
  Source: a Villain

© 2012 Mario Herger. All rights reserved.                www.enterprise-gamification.com | www.gamificationcommunity.com   35
Gamification @ others – Siemens PlantVille




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   36
Gamification @ others – IBM




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Gamification @ others – The Guardian




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Gamification @ others – GuttenPlag Wiki




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Gamification – PowerHouse




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   40
Gamification @ SAP – SAP Community Networks




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© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   42
Gamification @ SAP – Vampire Hunter




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   43
Gamification @ SAP – Lead Management




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   44
The disruptive business platform




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   45
The Holistic Strategy

                                                   Achievements




                                                                                           Communication tools & channels
        Developer tools




    DevStudio



                   ABAP Workbench

     Business Applications
                                                                                                                Office tools
                                                   Processes



Travel Expense                   Call Center
    System


                Leave Request
                                               …
  © 2012 Mario Herger. All rights reserved.               www.enterprise-gamification.com | www.gamificationcommunity.com      46
Gamification Platforms




                                                                            CRM                         Loyalty


Universalists                               Social

                                                                   HCM

                                                                                                Support & QA


                                                             Sustainability
 Full list:          http://enterprise-gamification.com/index.php/en/resources/platforms
© 2012 Mario Herger. All rights reserved.            www.enterprise-gamification.com | www.gamificationcommunity.com   47
Leveling up – Gamification Gurus

                                                                                                     Byron
                      Gabe                        Amy Jo Kim                                         Reeves
                   Zichermann




                                       Jane                                            Sebastian
                                     McGonigal                                         Deterding




© 2012 Mario Herger. All rights reserved.        www.enterprise-gamification.com | www.gamificationcommunity.com   48
Leveling up – Books




© 2012 Mario Herger. All rights reserved.   www.enterprise-gamification.com | www.gamificationcommunity.com   49
Game On!




Mario Herger
Email:         mario.herger@gmail.com | mario.herger@sap.com
Twitter:       @mherger
Web:           www.enterprise-gamification.com
Community:     www.gamificationcommunity.com

Enterprise Gamification

  • 1.
    Enterprise Gamification Exploiting yourusers by letting them have fun Mario Herger – 2012 www.enterprise-gamification.com | www.gamificationcommunity.com | @mherger
  • 2.
    © 2012 MarioHerger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 2
  • 3.
    © 2012 MarioHerger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 3
  • 4.
    Phunny Phacts  Average age of gamers in years: 37  % of gamers older than Fifty: 25  % of youth playing computer & video games: 97  % of female gamers: 42  Social vs. Competitive Games: >3:1  Avg. of hours/week played in World of Warcraft (WoW): 22  # of articles in WoWWiki: ˜250,000  Rank of WoWWiki compared to all Wikis: 2nd  Rank of Wikipedia: 1st  Most popular games played by US soldiers in Iraq when off- duty: Halo, Call of Duty © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 4
  • 5.
    The Grass isGreener… Game Work Tasks repetitive, but fun repetitive and dull Feedback constantly once a year Goals clear contradictory, vague Path to Mastery clear unclear Rules clear, transparent unclear, in-transparent Information right amount at the right too much and not enough time Failure expected, encouraged, forbidden, punished, don’t spectacular, brag about it talk about it Status of Users transparent, timely hidden Promotion meritocracy kiss-up-o-cracy Collaboration yes yes Speed/Risk high low Autonomy high mid to low Narrative yes only if you are lucky Obstacles on purpose © 2012 Mario Herger. All rights reserved. accidental www.enterprise-gamification.com | www.gamificationcommunity.com 5
  • 6.
    Definitions “Play is manipulation that indulges curiosity.” Jesse Schell “A game is a problem-solving activity, approached with a playful attitude. ” Jesse Schell “Gamification is the use of game-design techniques and game mechanics in non-game context.” Wikipedia © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 6
  • 7.
    Quotes “The opposite of play isn't work, it’s depression.” Brian Sutton-Smith “Fun is just another word for learning.” Raph Koster “Games are giving us unnecessary obstacles that we volunteer to tackle.” Jane McGonigal © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 7
  • 8.
    What’s Gamification? Gamification is the use of game design techniques & mechanics to solve problems and engage audiences. Gamification strives to encourage users to engage in desired behaviors in connection with non-game applications. Source: Wikipedia http://en.wikipedia.org/wiki/Gamification © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 8
  • 9.
    © 2012 MarioHerger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 9
  • 10.
    Gamified apps thatyou (may) have played Frequent Flyer Programs © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 10
  • 11.
    Gamified apps thatyou (may) have played Intuit - TurboTax © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 11
  • 12.
    Gamified apps thatyou (may) have played EVs & Hybrids – Prius, Nissan Leaf, Chevy Volt © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 12
  • 13.
    Gamified apps thatyou (may) have played LinkedIn XING © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 13
  • 14.
    Gamified apps thatyou (may) have played Amazon © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 14
  • 15.
    Gamified apps thatyou (may) have played Nike+ © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 15
  • 16.
    Contrex [Video] © 2012Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 16
  • 17.
    The Gartner HypeCycle © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 17
  • 18.
    Enterprise Gamification Market Gamification Software Market $2.8B by 2016 $3,000 Global 2000 $2,500 70 % $2,000 Millions $1,500 will have at least one gamified $1,000 application by $500 2014 $0 2011 2012 2013 2014 2015 2016 M2 Research Innovators 50 % A little fun can go a long way, especially in the enterprise. will gamify “If a company like SAP can not just reach these users, but engage them in a innovation gamified experience that is compelling and fun, SAP can potentially make users processes by something more than just users: they can be participants in a community 2015 environment where that old coercive model of engagement is a thing of the past.” Gartner Joshua Greenbaum, February, 2011 ”SAP Plays Games with the Analysts, and the Gamification of the Enterprise Begins” © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 18
  • 19.
    Common Reactions toGamification “I don’t need to waste my time on fun stuff, I have to do serious work.” German colleague “Do we make now a shooting game out of invoicing?” Skeptic colleague “This is just exploiting employees. Nobody is gonna do that just for points.” Skeptic German colleague “FarmVille: I don’t play that, who’s playing that anyways?” http://enterprise-gamification.com/index.php/en/blog/2-news/39-common-criticism-of-gamification-and-how-to-respond-to-it © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 19
  • 20.
    Gamification Facts &Figures 1 of 7 FoldIt -> 46,000 players solved problem in 10 days (scientists had failed 15 years to solve it) Sources: http://fold.it http://enterprise-gamification.com/index.php/en/facts © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 20
  • 21.
    Gamification Facts &Figures 2 of 7 Bottle Bank Arcade -> 50x more usage than nearby bottle return Sources: http://www.thefuntheory.com/bottle-bank-arcade-machine http://enterprise-gamification.com/index.php/en/facts © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 21
  • 22.
    Gamification Facts &Figures 3 of 7 Chevrolet Volt -> 53% reduction in speeding cars Sources: https://seogadget.co.uk/5-new-examples-of-gamification/ http://enterprise-gamification.com/index.php/en/facts © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 22
  • 23.
    Gamification Facts &Figures 4 of 7 Restaurant -> 1.8% sales increase, 11% increase in gratuities Sources: https://seogadget.co.uk/5-new-examples-of-gamification/ http://enterprise-gamification.com/index.php/en/facts © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 23
  • 24.
    Gamification Facts &Figures 5 of 7 Piano Staircase -> 66% more people used staircase Sources: http://www.thefuntheory.com/piano-staircase http://enterprise-gamification.com/index.php/en/facts © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 24
  • 25.
    Gamification Facts &Figures 6 of 7 Sales Events -> Event reporting up from 50 to 85 per week; after game up >10% Sources: http://ideas.salescontestbuilder.com/ http://enterprise-gamification.com/index.php/en/facts © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 25
  • 26.
    Gamification Facts &Figures 7 of 7 Call Center -> 15% call time reduced, 8-12% increased sales Sources: http://online.wsj.com/article/SB10001424052970204294504576615371783795248.html http://enterprise-gamification.com/index.php/en/facts © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 26
  • 27.
    Flow – “keepingthe balance” Mihaly Csikszentmihalyi: Flow: The Psychology of Optimal Experience, 1991 Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, 1975 © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 27
  • 28.
    Game Mechanics -Examples SCVNGR: http://techcrunch.com/2010/08/25/scvngr-game-mechanics/ Gamification.org: http://gamification.org/wiki/Game_Mechanics © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 28
  • 29.
    Game Mechanics (full& barely legible list) 1. Achievement 17. Epic Meaning 33. Progression Dynamic 2. Appointment Dynamic 18. Extinction 34. Ratio Reward Schedules 3. Avoidance 19. Fixed Interval Rewards Schedules 35. Real-time v. Delayed Mechanics 4. Behavioral Contrast 20. Fixed Ratio Rewards Schedule 36. Reinforcer 5. Behavioral Momentum 21. Free Lunch 37. Response 6. Blissful Productivity 22. Fun Once, Fun Always 38. Reward Schedules 7. Cascading Information Theory 23. Interval Reward Schedules 39. Rolling Physical Goods 8. Chain Schedules 24. Lottery 40. Shell Game 9. Communal Discovery 25. Loyalty 41. Social Fabric of Games 10. Companion Gaming 26. Meta Game 42. Status 11. Contingency 27. Micro Leader-board 43. Urgent Optimism 12. Countdown 28. Modifiers 44. Variable Interval Reward Sched. 13. Cross Situational Leaderboards 29. Moral Hazard of Game Play 45. Variable Ratio Reward Schedule 14. Disincentives 30. Ownership 46. Viral Game Mechanics 15. Endless Games 31. Pride 47. Virtual Items 16. Envy 32. Privacy SCVNGR: http://techcrunch.com/2010/08/25/scvngr-game-mechanics/ © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 29
  • 30.
    Quotes (rejected bycorporate bloggers) “Gamifying a shitty app makes the app only shittier.” Mario Herger “We don’t need no stinking badges!” Jane McGonigal “Consumers have a choice to play, employees don’t.” Mario Herger © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 30
  • 31.
    Skill Level Master Mastery Teaching Level of Expertise Challenge Creation Regular Habit-building Rookie Onboarding Source: Amy Jo Kim © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 31
  • 32.
    Bartle’s Player Types Acting Killer Achiever <1% ~10% Players World Socializer Explorer ~80% ~10% Interacting Selftest: http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 32
  • 33.
    Values & Rewards Intrinsic Values Extrinsic Rewards © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 33
  • 34.
    Values & Rewards Intrinsic Values Extrinsic Rewards  Belonging  Points  Autonomy  Level  Power  Badges  Mastery  Quests  Meaning  Leader-boards  Learning  Prizes  Self-Knowledge  Money  Sex  Gold stars  Love  Progress bars  Fun  Smileys  …  … © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 34
  • 35.
    Fun Motivators 1. Recognizing Patterns 17. Being a Wise Old Man 33. Relaxing 2. Collecting 18. Being a Rebel 34. Experiencing the Freakish 3. Finding Random Treasures 19. Being the Magician, a keeper or Bizarre 4. Achieving a Sense of of secret knowledge 35. Being Silly Completion 20. Being the Ruler 36. Laughing 5. Gaining Recognition for 21. Pretending to Live in a 37. Being Scared Achievements Magical Place 38. Strengthening a Family 6. Creating Order out of Chaos 22. Listening to a Story Relationship 7. Customizing Virtual Worlds 23. Telling Stories 39. Improving One’s Health 8. Gathering Knowledge 24. Predicting the Future 40. Imagining a Connection 9. Organizing Groups of 25. Competition with the Past People 26. Psychoanalyzing 41. Exploring a World 10. Noting Insider References 27. Mystery 42. Improving Society 11. Being the Centre of 28. Mastering a Skill 43. Enlightenment Attention 29. Exacting Justice and 12. Experiencing Beauty and Revenge Culture 30. Nurturing 13. Romance 31. Excitement 14. Exchanging Gifts 32. Triumph over Conflict 15. Being a Hero 16. BeingJon Radoff – Game On Source: a Villain © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 35
  • 36.
    Gamification @ others– Siemens PlantVille © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 36
  • 37.
    Gamification @ others– IBM © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 37
  • 38.
    Gamification @ others– The Guardian © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 38
  • 39.
    Gamification @ others– GuttenPlag Wiki © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 39
  • 40.
    Gamification – PowerHouse ©2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 40
  • 41.
    Gamification @ SAP– SAP Community Networks © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 41
  • 42.
    © 2012 MarioHerger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 42
  • 43.
    Gamification @ SAP– Vampire Hunter © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 43
  • 44.
    Gamification @ SAP– Lead Management © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 44
  • 45.
    The disruptive businessplatform © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 45
  • 46.
    The Holistic Strategy Achievements Communication tools & channels Developer tools DevStudio ABAP Workbench Business Applications Office tools Processes Travel Expense Call Center System Leave Request … © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 46
  • 47.
    Gamification Platforms CRM Loyalty Universalists Social HCM Support & QA Sustainability Full list: http://enterprise-gamification.com/index.php/en/resources/platforms © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 47
  • 48.
    Leveling up –Gamification Gurus Byron Gabe Amy Jo Kim Reeves Zichermann Jane Sebastian McGonigal Deterding © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 48
  • 49.
    Leveling up –Books © 2012 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 49
  • 50.
    Game On! Mario Herger Email: mario.herger@gmail.com | mario.herger@sap.com Twitter: @mherger Web: www.enterprise-gamification.com Community: www.gamificationcommunity.com

Editor's Notes

  • #3 This girl plays a videogame. You can see from this image that she is thoroughly enjoying the game, that she is working hard, that she is in the flow and that she experiences “fiero” (“personal triumph”).Imagine a user in your organization. What would the picture look like? Probably way different. Passive, disengaged, perhaps even frustrated or even angry.Our quest is: how can we make your users feel more like gamers? And turn them from users to fans?Image credit: Philip Toledano http://www.mrtoledano.com/Gamers/09
  • #4 Image credit: Philip Toledano http://www.mrtoledano.com/Gamers/10
  • #5 Real soldiers serving in a real army to fight a real war, relax by serving in a virtual army to fight a virtual war. The reasons given are: they have control, they get immediate feedback, the difficulty level matches their skills, failure is possible, encouraged and necessary to learn.Sources: Reality is broken, Jane McGonigal, 2011Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
  • #6 Source: http://enterprise-gamification.com/index.php/en/blog/4-blog/64-game-is-not-work-is-game
  • #7 Jesse Schell: game-designer
  • #8 Brian Sutton-Smith: play theorist, http://en.wikipedia.org/wiki/Brian_Sutton-SmithRaphKoster: game-designer, http://www.raphkoster.com/Jane McGonigal: game-designer, best-selling author, http://janemcgonigal.com/What’s the goal of golf? To put a ball in a hole. If this is the goal, why are we adding rules that make it more difficult and add obstacles? Obstacles like you can only do that with a “stick”, and through sand boxes and hilly areas? And why is this suddenly fun?
  • #9 Source: Wikipedia http://en.wikipedia.org/wiki/Gamification
  • #10 Reality: Worst Game Ever
  • #17 Source : http://vimeo.com/29416289
  • #18 Source: Gartner
  • #19 Sources: M2 Research Fall 2011: http://www.m2research.com/ Gartner Press Release May 2011: http://www.gartner.com/it/page.jsp?id=1629214Gamification Market Size (Source M2 Research - http://www.m2research.com/)2011 - $100m 2012 - $196m2013 – $434m2014 - $860m2015 - $1.6b2016 - $2.8bGartner Enterprise Architecture Summit, April 12, 2011 (http://www.gartner.com/it/page.jsp?id=1629214)Josh Greenbaum, Feburary 2011 - SAP Plays Games with the Analysts, and the Gamification of the Enterprise Begins)
  • #20 http://enterprise-gamification.com/index.php/en/blog/2-news/39-common-criticism-of-gamification-and-how-to-respond-to-it
  • #21 http://fold.ithttp://enterprise-gamification.com/index.php/en/facts
  • #22 http://www.thefuntheory.com/bottle-bank-arcade-machinehttp://enterprise-gamification.com/index.php/en/facts
  • #23 https://seogadget.co.uk/5-new-examples-of-gamification/http://enterprise-gamification.com/index.php/en/facts
  • #24 https://seogadget.co.uk/5-new-examples-of-gamification/ http://enterprise-gamification.com/index.php/en/factsMuse is a management platform for restaurant managers to optimise the management, scheduling and sales performance of their staff using clever point of sale integration and leaderboards. Higher performing restaurant staff “win” the opportunity to work more shifts.According to Objective Logistics, their beta has resulted in a 1.8% increase in sales and an 11% increase in gratuities for their test candidates, Not Your Average Joe’s:“In restaurants, the top 10% of employees add $8.54 to every check. The bottom 10% actually subtract $7.21. In many cases it’s even more extreme. MUSE creates a competitive environment, and in doing so shifts the bottom to the middle, the middle to the top and the top through the glass ceiling – we conservatively predict a 2-4% increase in sales at the outset.”
  • #25 http://www.thefuntheory.com/piano-staircase http://enterprise-gamification.com/index.php/en/facts
  • #26 http://ideas.salescontestbuilder.com/blog/bid/106402/Sales-Contests-Gamification-Quick-Blip-or-Lasting-Impacthttp://enterprise-gamification.com/index.php/en/factsePrizeA group of salespeople who were rarely logging Events. Across the group, they would log about 10/week which is nowhere near what was actually happening or expected. The team felt comfortable in their old ways and weren&apos;t behind the change. So we ran a very simple one week sales competition where every Event logged would get a point. Whoever got the most points that week would get $100 gift certificate to a local restaurant for a nice dinner. A contest leaderboard and status updates would be shared daily to keep the team aware of where they stood.For the 4 weeks prior to the contest, Events logged/week were consistently around 50. During the week of the contest, it shot up to 85. For the 4 weeks after the contest was over, Events logged/week held steady around 60 – a 10% increase from the pre-contest results.
  • #27 http://online.wsj.com/article/SB10001424052970204294504576615371783795248.htmlhttp://enterprise-gamification.com/index.php/en/factsLiveOps Inc., which runs virtual call centers, uses gaming to help improve the performance of its 20,000 call agents—independent contractors located all over the U.S. Starting last year, the company began awarding agents with virtual badges and points for tasks such as keeping calls brief and closing sales. Leaderboards allow the agents to compare their achievements to others.Since the gamification system was implemented, some agents have reduced call time by 15%, and sales have improved by between 8% and 12% among certain sales agents, says Sanjay Mathur, vice president of product management at LiveOps, Santa Clara, Calif.
  • #29 Badges (Foursquare)Leader board (SAP Community Network)Virtual Currency (Facebook Credit)Comments, ratings, followers (derStandard.at)
  • #31 Jane McGonigal: game-designer, best-selling author, http://janemcgonigal.com/
  • #32 Source: Amy Jo Kim
  • #33 Source: Bartle Test: http://en.wikipedia.org/wiki/Bartle_TestTest yourself:http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychologyComic credits:Killer: L’effaceur Tome 1Achiever: BenoîtBrisefer – Holdup surPeliculeSocializer: AsterixExplorer: Tintin &amp; Milou – On a marchésur la lune
  • #36 Recognizing Patterns – Anything from visual patterns, motion patterns, strategic patterns or mathematical patterns.Collecting – Collections communicate status, suggest organisation, lead to rewards, represent wealth and are mementos.Finding Random Treasures – Like winning a jackpot or slot machine, finding shells at the beach or opening Cracker Jacks to find a surprise.Achieving a Sense of Completion – Giving players a constant sense of finishing something like progress bars, to-do lists, achievements and levels.Gaining Recognition for Achievements – Achievement systems provide a sense of accomplishment and a chance to be recognised.Creating Order out of Chaos – Sorting, lining things up and classifying give players a sense of control over their environment.Customizing Virtual Worlds – People enjoy leaving their mark and place great value on things they’ve made.Gathering Knowledge – Studying and being taught are not fun, but learning is fun because we are naturally curious.Organizing Groups of People – Organizing groups of people to achieve shared goals is a source of enjoyment.Noting Insider References – Discovering “Easter Eggs” gives player a sense of being a part of the “in crowd.”Being the Centre of Attention – Satisfy the human need for attention by putting the player at the centre of the universe.Experiencing Beauty and Culture – Games feature artwork, music and designs that appeal to the human senses.Romance – Games can provide opportunities for flirting, wooing and building relationships with the opposite sex.Exchanging Gifts – Players enjoy giving gifts to their friends and the act of giving triggers reciprocity.Being a Hero – Playing as the hero appeals to the human desire for power.Being a Villain – It’s about the fantasy of having power without consequences.Being a Wise Old Man – This is typically a high status role that may also touch on the motivator of family.Being a Rebel – The opportunity to flaunt society’s rules while remaining basically good.Being the Magician, a keeper of secret knowledge – People enjoy the thought of knowing something that nobody else knows.Being the Ruler – The chance to be a person with considerable power over other people.Pretending to Live in a Magical Place – Players enjoy imaging being in worlds different than their own.Listening to a Story – Stories appeal to our curiosity about people, places and things.Telling Stories – Games provide an opportunity for players to construct and tell their own unique stories.Predicting the Future – Predicting the future makes people feel smart, in-control and influential.Competition – People enjoy the sense of power that comes from winning.Psychoanalyzing – Predicting, guessing or understanding the motivations of others can be a source of fun.Mystery – Striking a balance between revealing a little while holding back the rest can create a fun experience.Mastering a Skill – Increasing one’s mastery without becoming frustrated gives people a sense of flow.Exacting Justice and Revenge – Justice and revenge provide a sense of idealism and tranquility when wrongs are righted.Nurturing – Growing things stems from your motivations for family, saving and power.Excitement – Suspense, horror, competitive action and anticipation help create an addictive, exciting experience.Triumph over Conflict – Resolving conflict provides the player with a sense of victory.Relaxing – Games can create a mental vacation which can lead to tranquility.Experiencing the Freakish or Bizarre – People crave new and unique experiences that are different from their everyday lives.Being Silly – Players enjoy an escape from the serious and mundane.Laughing – People love to laugh, especially with their friends.Being Scared – People enjoy the sensation of danger without the actual danger.Strengthening a Family Relationship – Players enjoy feeling companionship with members of their family.Improving One’s Health – People dislike exercise, but love to feel fit.Imagining a Connection with the Past – Nostalgia is a powerful emotional trigger for good and bad emotions.Exploring a World – Understanding your environment gives you a sense of power and control.Improving Society – Players can satisfy their need to leave the world a better place than when they came into it.Enlightenment – Games provide a way for players to explore decisions and their consequences, leading to greater knowledge.
  • #43 The player then is taken to the company profile where they are presented with basic company information.This information will help the player make better informed decisions on the customer conversation.
  • #47 A gamification or reputation platform keeps track of all users’ achievements and makes them transparent.
  • #48 http://enterprise-gamification.com/index.php/en/resources/platforms