“The new buzzword in the
business world is
Gamification”
- Kathryn Perry
Oracle Director of Communications on Jan 24/2013
https://blogs.oracle.com/applications/entry/adding_gamification_into_the_oracle
Enterprise Gamification
Ahmed Hossam
3
Knowledge Levels Through the Day
?
1 Engagement Crises
2 Why Gamification
Designing employee
engagement
3 How is it used?
Introduction
Hewlett Packard (HP) were able to achieve over $1
billion of revenue growth after investing in a new online
portal that takes a gaming and rewards approach to
selling.
http://www.callcentre.co.uk/how-hpintel-made-1-billion-through-gamification/
5
Level 15
1 Engagement Crises
6
The use of game elements and game design thinking in
non-game contexts to:
Engage people
Feedback
Change behavior
Motivate action
Promote learning
Solve problems
User retention
And yet more ..
6
What Is Gamification?
7
About Ahmed Hossam
Gamification Consultant & Gamfed (International
Gamification Confederation) Ambassador in Egypt.
http://gamfed.com/who-we-are/
Earned the Gamification world Certification during the
Gamification World Congress (GWC15) in Barcelona, Spain.
Certified Expert Gamification Designer from Engagement
Alliance.
Ahmed is the 1st in the Middle East to be Certified
Gamification
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About Ahmed Hossam
8
In January 2017, ranked 17th in the Global Gamification Guru Power 100.
https://www.rise.global/gurus/r/2470935
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9
Level 1 Completed
Gamification
?
25 %
10
Level 210
1 Engagement Crises
?
2 Why Gamification
11
Why Gamification?
11
12
The engagement crisis
12
13
The engagement crisis
13
http://research.microsoft.com/en-us/um/people/sdumais/sigir2010-
dwelltimemodel.pdf
Microsoft Research proof of the 10
seconds to leave a website
14
The engagement crisis
14
15
The engagement crisis
15
16
The engagement crisis
16
17
The engagement crisis
17
Is There any industry who
survived the engagement
crises?!
18
The Power of Games
18
Games!
19
Why Gamification?
19
Gamification
Serious Process Games
Using Game Elements
to Engage people in
your process
Game Elements
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Why Gamification?
20
21
Why Gamification?
21
Did you notice the game
elements?
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The True Meaning of fun
22
Jon Radoff 42 things that are fun
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Growth Of Gamification
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25
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The global market for gamification is expected to reach $5.5 billion in 2018
http://techinfographics.com/gamification-stats-and-facts-for-2015/
Gamification growth to reach $10.02 billion by 2020
http://www.researchandmarkets.com/research/z5v5zf/gamification
In a 2015 survey, 87% of retailers said they plan to use gamification to
engage customers within the next 5 years
https://bostonretailpartners.com/2015-crm-survey-report/
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26
Level 2 Completed
50%
27
Level 327
1 Engagement Crises
?
2 Why Gamification
3 How is it used?
28
The Power of Gamification
28
How Microsoft uses
Gamification?
29
The Power of Gamification
Windows 7 Language Quality Game
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30
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The Power of Gamification
Windows 7 Language Quality Game
31
The Power of Gamification
31
Microsoft Dynamics 365 – Gamification
is LIVE!
32
Microsoft Dynamics 365 -
Gamification
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The Power of Gamification
33
How Social Media uses
Gamification?
34
The Power of Gamification
34
35
The Power of Gamification
35
36
The Power of Gamification
36
37
37
Level 3 Completed
75%
38
Level 438
?
1 Engagement Crises
2 Why Gamification
Designing employee
engagement
3 How is it used?
39
Gamification Cases Studies
39
Gamification in
HP
40
Gamification Examples
Recognition Gamification in HP
40
41
Gamification Examples
Recognition Gamification in HP
41
42
42
Gamification Examples
Recognition Gamification in HP
43
43
Gamification Examples
Global Wellness
44
Gamification Examples
Narrative Design
45
My Dashboard
46
Ongoing campaigns:
•Opportunity Life
Cycle:
–Documentation & Stage
completion
•Knowledge sharing
(Insights):
–User Ideas
–User participation (Voting on
Ideas, Post/ Comment/ Like
to a Board, Join Community)
–User Advancement -
Mention, Hashtag
•Learning Tracking:
–Training completed
–Certifications
–Training / mentoring given
• Detailed instructions
on the task, the target
and the rewarded
points
• Completion of activity
grants FF miles
• Complete activity to
unlock the next
activity and level up
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The Lego Challenge
Gamification Examples
Narrative Design
48
Gamification Psychology
Gamification uses 75% psychology and 25%
Technology
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How Is it
Designed
50
Simple Design Process
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Gamification Development
Cloud
Big
Data
Rich Game-like UX
Desktop Apps Mobile Apps
Web Apps
Widgets
Rules Engine
Rules
Repository
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Level 4 Completed
Gamification
?
100%
53
Summary53
?
1 Engagement Crises
2 Why Gamification
Designing
employee
engagement
3 How is it used?
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• https://linkedin.com/in/ahmedhossam88
LinkedIn
• @ahmed_hossam88
Twitter
• https://www.facebook.com/ahossam88
Facebook
• https://www.facebook.com/groups/GamificationEgypt/
Facebook Group

Enterprise gamification

Editor's Notes

  • #15 Nielsen - a leading global information and measurement company, provides insights & data about what people watch, listen to & buy. – 80% of the population use second or third screen while watching something like TV (( Distraction from the distraction ))
  • #16 20% of the population checks the smart phone each 10 min of the day ( 100 checks )
  • #17 Teenagers want to drive less than the previous generations ( No FB or twitter or Instagram while driving )…instead of FB, we don’t drive a car instead.