Gamification: Fun as a management tool
Hello!
I am Alex Chalkias
You can find me at alxchalkias@gmail.com
Or www.facebook.com/achalkias
Or www.linkedin.com/in/alexchalkias
BRING IN THE FUN!
What is Gamification?
?
“
Gamification is the craft of deriving all
the fun and addicting elements found
in games and applying them to real-
world or productive activities
– Yu-kai Chou
Gamification is an umbrella on top of many sciences
Game Design Techniques
Behavioral/Positive Psychology (e.g. M. Csikszentmihalyi’s Flow Theory)
Brain/Happiness biochemistry (e.g. dopamine and endorphins)
Macroeconomics & currencies
Metric-based business systems for driving Return Of Investment
User Interface / User Experience design
Progress BarPoints
Leaderboard
Social Graph
Avatar
Badges
What do we mean by “Game Elements” ?
Play (and Fun) is not something to loathe
“We’ve spent as much time playing
World of Warcraft as we’ve
spent evolving as a species.”
Jane McGonigal
“Almost all creativity
involves purposeful play.”
Abraham Maslow
“The opposite of play is not work. It’s depression.”
Brian Sutton-Smith
Current Areas of Application for Gamification
• Products
• Marketing
• Enterprise/Workplace
• Learning
• Social/Lifestyle
Speed Camera Lottery
AVG SPEED:
From 32km/h
To 25km/h
Samsung marketing campaign
Win a Samsung Galaxy
S4 using just your eyes!
Placeyourscreenshothere
https://www.youtube.com/watch?v=CsGlzu2NzX0
Gamification in the
Workplace
Workplace Gamification primarily addresses
employee engagement
Successful engagement =
250% revenue growth
Workplace Gamification primarily addresses
employee engagement
51% not
engaged
17% actively
disengaged
370 Billion
USD loss
• Gamification Increases engagement by 48%
• 50% of corporate processes gamified by 2014
• 80% of gamification projects fail
• Define Business Objectives & Target Groups
Workplace Gamification primarily addresses
employee engagement
Millennials are the largest workforce nowadays
Gen-Y: born between 1980 and 2000
80% believe an
engagement
program would
help them as
workers
Microsoft Language Quality
Game
100% language participation
(36 languages)
900 players
26.000 tasks
29% of the dialogs identified issues
Google Travel Expense Management
Alignment with company’s travel policy
Close to 100% employee compliance
50% Faster Course Completion
47% Higher Daily Return Rates
36% Greater Weekly Retention
Deloitte Leadership Academy
Nokia – Ready4Tomorrow: A 5G learning project
Energy
Capacity
SmartNets
Adapters
Latency
278 players engaged
30% improved
productivity in 5G
areas
Learning & Learning
Content Creation
Conclusion
Gamification can increase motivation &
productivity
Every gamification project needs careful
definition of desired actions and players
You WIN! 
+4 Intelligence (+1 bonus if you got the name right)
+1 Productivity
+1 Fun
+10 Networking +20 Insight
If you follow the Greek Gamification Network on &

Gamifcation: Fun as a Management Tool

  • 1.
    Gamification: Fun asa management tool
  • 2.
    Hello! I am AlexChalkias You can find me at alxchalkias@gmail.com Or www.facebook.com/achalkias Or www.linkedin.com/in/alexchalkias
  • 3.
    BRING IN THEFUN! What is Gamification? ?
  • 4.
    “ Gamification is thecraft of deriving all the fun and addicting elements found in games and applying them to real- world or productive activities – Yu-kai Chou
  • 5.
    Gamification is anumbrella on top of many sciences Game Design Techniques Behavioral/Positive Psychology (e.g. M. Csikszentmihalyi’s Flow Theory) Brain/Happiness biochemistry (e.g. dopamine and endorphins) Macroeconomics & currencies Metric-based business systems for driving Return Of Investment User Interface / User Experience design
  • 6.
  • 7.
    Play (and Fun)is not something to loathe “We’ve spent as much time playing World of Warcraft as we’ve spent evolving as a species.” Jane McGonigal “Almost all creativity involves purposeful play.” Abraham Maslow “The opposite of play is not work. It’s depression.” Brian Sutton-Smith
  • 8.
    Current Areas ofApplication for Gamification • Products • Marketing • Enterprise/Workplace • Learning • Social/Lifestyle
  • 9.
    Speed Camera Lottery AVGSPEED: From 32km/h To 25km/h
  • 10.
    Samsung marketing campaign Wina Samsung Galaxy S4 using just your eyes! Placeyourscreenshothere https://www.youtube.com/watch?v=CsGlzu2NzX0
  • 11.
  • 12.
    Workplace Gamification primarilyaddresses employee engagement
  • 13.
    Successful engagement = 250%revenue growth Workplace Gamification primarily addresses employee engagement 51% not engaged 17% actively disengaged 370 Billion USD loss
  • 14.
    • Gamification Increasesengagement by 48% • 50% of corporate processes gamified by 2014 • 80% of gamification projects fail • Define Business Objectives & Target Groups Workplace Gamification primarily addresses employee engagement
  • 15.
    Millennials are thelargest workforce nowadays Gen-Y: born between 1980 and 2000 80% believe an engagement program would help them as workers
  • 16.
    Microsoft Language Quality Game 100%language participation (36 languages) 900 players 26.000 tasks 29% of the dialogs identified issues
  • 17.
    Google Travel ExpenseManagement Alignment with company’s travel policy Close to 100% employee compliance
  • 18.
    50% Faster CourseCompletion 47% Higher Daily Return Rates 36% Greater Weekly Retention Deloitte Leadership Academy
  • 19.
    Nokia – Ready4Tomorrow:A 5G learning project Energy Capacity SmartNets Adapters Latency 278 players engaged 30% improved productivity in 5G areas Learning & Learning Content Creation
  • 20.
    Conclusion Gamification can increasemotivation & productivity Every gamification project needs careful definition of desired actions and players
  • 21.
    You WIN!  +4Intelligence (+1 bonus if you got the name right) +1 Productivity +1 Fun +10 Networking +20 Insight If you follow the Greek Gamification Network on &

Editor's Notes

  • #6 Flow theory: Your favorite activity is the one that requires the maximum of your skills to overcome the most difficult challenge
  • #7 Constant Feedback & Better Challenges (based on individual skill level) & Failure – Improvement combination In game worlds: Player Types, In real world: Different type of consumers – employees – Different motivators
  • #8 Psychologist, Game Theorist, Game Designer
  • #9 Product Gamification is about making a product, online or offline, more engaging, fun, and inspirational through game design Marketing Gamification is the art of creating holistic marketing campaigns that engage users in fun and unique experience designed for a product Workplace Gamification is the craft of creating environments and systems that inspire and motivate employees towards their work Learning Gamification platforms focus on Learn by doing, observing others and use players creativity, giving them feedback, points and meaningful stats they can feel proud of. Lifestyle Gamification involves applying gamification principles into daily habits and activities, such as managing your to-do list, exercising more often, waking up on time, etc
  • #12 The need
  • #14 Good gamification can benefit from Hiring & Training processes, to creating individual performers, to improved team building, to better cultural awareness, to ideal workplace
  • #15 Good gamification can benefit from Hiring & Training processes, to creating individual performers, to improved team building, to better cultural awareness, to ideal workplace
  • #16 Techn-savvy / Better Educated & Networked Used to play video-games (avg. gamer age 35) Require constant feedback Impatient & Easily bored We still use the classic carrot and stick tools of motivation use throughout the Industrial Revolution
  • #17 Challenge to translate Windows user interface (dialogs) and find issues in all languages and locales. Game Levels, Leaderboards
  • #18 If the employee spends less than the allocated amount: 1)Keep it for future trips 2)Donation 3)Cash out part of it
  • #20 Epic Story, Players – teams, Leaderboards, Points, Rewards