A short presentation I did for the Gamifiers Meetup Group. It is a look at some of the pros and cons of "traditional gamification methods", such as Points and Badges. It offers a few more mechanics and ideas to think about when you are considering gamification.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
‘Gamification’ the trend that keeps on powering up, it’s been around for a while now but we thought it was about time we scoured the web again and updated our quick overview of gamification with some latest case studies that we really like.
BP304 Become a social business: leverage user-adoption through gamificationSasja Beerendonk
User adoption is key to success when implementing social software within your organization. When confronted with social software, employees often find themselves clueless about how to get started, because it requires a different work manner, behavior and attitude. Step-by-step gamification guides employees into the right direction and takes them to a higher level of understanding and usage. This session covers topics such as: What is gamification? Is it suitable for my organization? What motivates people? From "Maslow's Need" to "Pink's Drive", you'll understand the basic concepts of motivation that gamification uses. we'll also show a demo on gamification for IBM Connections and the metrics used to measure and stimulate desired behavior.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
‘Gamification’ the trend that keeps on powering up, it’s been around for a while now but we thought it was about time we scoured the web again and updated our quick overview of gamification with some latest case studies that we really like.
BP304 Become a social business: leverage user-adoption through gamificationSasja Beerendonk
User adoption is key to success when implementing social software within your organization. When confronted with social software, employees often find themselves clueless about how to get started, because it requires a different work manner, behavior and attitude. Step-by-step gamification guides employees into the right direction and takes them to a higher level of understanding and usage. This session covers topics such as: What is gamification? Is it suitable for my organization? What motivates people? From "Maslow's Need" to "Pink's Drive", you'll understand the basic concepts of motivation that gamification uses. we'll also show a demo on gamification for IBM Connections and the metrics used to measure and stimulate desired behavior.
Developing gamified systems is tough and you have to always consider the fact that not everyone is the same. This is especially true in education. This talk takes a look at the gamification user type hexad and how to design for the various types of user it describes
Detailed presentation covering the fundamentals of gamification, helping business owners understand the process and crucial elements required to gamify their businesses product or service. GamifyConsultant.com offers gamification consultation services.
The Business Case for Game Based LearningKarl Kapp
Games, gamification, and game-based learning have entered into the vocabulary of trainers, e-Learning developers, and instructional designers in the past few years.
While many companies are beginning to explore ways to use games for learning, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change as a result of playing a game? What elements of games can learning designers borrow from game designers?
Creating engaging learning using game elements requires matching instructional content with the right game mechanics.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
Creating a feedback culture in the workplace is key to driving employee retention, engagement, and ultimately, the success of your business. Still, most organizations struggle to provide their people with the timely, ongoing insights they need to stay on track. In this session you'll learn about:
• The nature of these challenges and why they exist
• The simple, social behaviors that help overcome them
• Specific strategies you can use today to help get your people on track
Presentation also includes a bonus discussion around gamification!
DBS: Iris Worldwide: Your Brand’s Hyperconnected Influencers Digiday
There’s a mainstream audience that is not just connected, but hyper-connected, with zero degrees of separation between them and a global universe of influences. Iris Worldwide conducted a study to determine the differences and similarities between these individuals, what they choose to share and how brands can insert themselves into the conversation with these influencers.
Presenter: Esty Gorman, director of strategy, Iris Worldwide @Esty501
Sean MacNiven - Head of Communications Innovation - SAP at Beyond Enterprise 2.0KGS Global
ENCOURAGING AND MOTIVATING EMPLOYEES THROUGH
GAMIFICATION
Are you capitalising on games, gaming platforms and gamification?
In this session our speaker will discuss how they have implemented
gamification strategies and initiatives into their company. We will
examine this new way of working, incentives, buy in from senior
management, engagement strategies, transformational leadership
to drive the campaigns and lessons learned.
Sean MacNiven - Head of Web Services - SAP
Estimates of the 2011 corporate e-learning market range from $26bn to $35bn worldwide. The best companies also spend more on e-learning relative to the total training budget. Yet, according to a CrossKnowledge survey of these global corporations, e-learning completion rates average barely 30-40%. These problems also span across to the education industry, where schools want to continue engage our generation gamers beyond classroom settings.
Why hasn't e-learning been a runaway success? Going digital is not enough. Going mobile is not enough. Simply bringing the material into a new medium doesn't change how users interact with it by itself. Instead of flogging the dead horse of e-learning content, it's time to focus on the learner. Digital and mobile platforms still have untapped potential for engaging learners, and gamification is one example of how we can leverage these capabilities to truly improve stickiness and retention.
Gametize uses game psychology to understand the problems behind e-learning. Only by connecting with the people doing the learning itself can we fix the problem of why e-learning seems to be stuck in a rut. Gamification taps on everybody's intrinsic motivation to have fun to make learning as easy and engaging as a game. Keith will explain why gamification is a lot more scientific than the term suggests and hence why gamification is the next big thing. Next, he will run through some basic gamification frameworks and real-life examples of how to effectively leverage on game psychology to increase engagement. He will describe B2E (Business to Employees) engagement with gamification with an in-depth successful stories and case studies of Standard Chartered Bank, and a mobile app game targeted primary to secondary school students in Ace Entrepreneurship Week 2012, both implemented by Gametize.
Developing gamified systems is tough and you have to always consider the fact that not everyone is the same. This is especially true in education. This talk takes a look at the gamification user type hexad and how to design for the various types of user it describes
Detailed presentation covering the fundamentals of gamification, helping business owners understand the process and crucial elements required to gamify their businesses product or service. GamifyConsultant.com offers gamification consultation services.
The Business Case for Game Based LearningKarl Kapp
Games, gamification, and game-based learning have entered into the vocabulary of trainers, e-Learning developers, and instructional designers in the past few years.
While many companies are beginning to explore ways to use games for learning, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change as a result of playing a game? What elements of games can learning designers borrow from game designers?
Creating engaging learning using game elements requires matching instructional content with the right game mechanics.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
Creating a feedback culture in the workplace is key to driving employee retention, engagement, and ultimately, the success of your business. Still, most organizations struggle to provide their people with the timely, ongoing insights they need to stay on track. In this session you'll learn about:
• The nature of these challenges and why they exist
• The simple, social behaviors that help overcome them
• Specific strategies you can use today to help get your people on track
Presentation also includes a bonus discussion around gamification!
DBS: Iris Worldwide: Your Brand’s Hyperconnected Influencers Digiday
There’s a mainstream audience that is not just connected, but hyper-connected, with zero degrees of separation between them and a global universe of influences. Iris Worldwide conducted a study to determine the differences and similarities between these individuals, what they choose to share and how brands can insert themselves into the conversation with these influencers.
Presenter: Esty Gorman, director of strategy, Iris Worldwide @Esty501
Sean MacNiven - Head of Communications Innovation - SAP at Beyond Enterprise 2.0KGS Global
ENCOURAGING AND MOTIVATING EMPLOYEES THROUGH
GAMIFICATION
Are you capitalising on games, gaming platforms and gamification?
In this session our speaker will discuss how they have implemented
gamification strategies and initiatives into their company. We will
examine this new way of working, incentives, buy in from senior
management, engagement strategies, transformational leadership
to drive the campaigns and lessons learned.
Sean MacNiven - Head of Web Services - SAP
Estimates of the 2011 corporate e-learning market range from $26bn to $35bn worldwide. The best companies also spend more on e-learning relative to the total training budget. Yet, according to a CrossKnowledge survey of these global corporations, e-learning completion rates average barely 30-40%. These problems also span across to the education industry, where schools want to continue engage our generation gamers beyond classroom settings.
Why hasn't e-learning been a runaway success? Going digital is not enough. Going mobile is not enough. Simply bringing the material into a new medium doesn't change how users interact with it by itself. Instead of flogging the dead horse of e-learning content, it's time to focus on the learner. Digital and mobile platforms still have untapped potential for engaging learners, and gamification is one example of how we can leverage these capabilities to truly improve stickiness and retention.
Gametize uses game psychology to understand the problems behind e-learning. Only by connecting with the people doing the learning itself can we fix the problem of why e-learning seems to be stuck in a rut. Gamification taps on everybody's intrinsic motivation to have fun to make learning as easy and engaging as a game. Keith will explain why gamification is a lot more scientific than the term suggests and hence why gamification is the next big thing. Next, he will run through some basic gamification frameworks and real-life examples of how to effectively leverage on game psychology to increase engagement. He will describe B2E (Business to Employees) engagement with gamification with an in-depth successful stories and case studies of Standard Chartered Bank, and a mobile app game targeted primary to secondary school students in Ace Entrepreneurship Week 2012, both implemented by Gametize.
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
2012 ASTD MS Annual State-wide Symposium
Breakout Session 1 by Wanda J. Freeland, S.M.A.R.T. Performance Solutions.
June 14, 2012. The University of Southern Mississippi Gulf Park Campus.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
The C2C Be Tempting Strategy Guide
“What does it take to be successful?”
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“How do we actually become tempting?”
To put simply and succinctly, the C2C Be Tempting Strategy Guide equips you with all the tools for “strategies that enable you to enhance your life in all domains"
Project & Business Planning Workshop - 2008AIngerman
(Presentation Materials from the Free PCPCP workshop Nov 2008)
Are you a creative professional (Am, Pro-Am or Pro!) without a plan? So many of us are! How do you define your current situation? What are your creative goals? How are you making those goals happen?
Not sure? That’s ok! Sometimes it takes an analytical solution to a creative problem and we’re here to help!
Narratives and story telling in gamification, an entry into my Core Principles of Gamification series. This time explaining how to create and use narratives to create better gamified solutions
A copy of my slides from the Gamification Europe talk I delivered, Lessons from the Front Line. I have also included a YouTube video I did of a version of the talk, in case I was not able to attend in person!
My presentation from the HR Gamification Day in Madrid. It is a mish mash of old and new content about what gamification is, why it is great and some simple thoughts on play.... you probably had to be there!
Following on from my last set of Core Principles of Gamification, here is a new slide deck outlining what the difference between game mechanics is compared to gamification elements. It also provides the 52 gamification mechanics and elements to use in projects as well as the Periodic Table of Gamification Elements.
The fourth part of my Core Principles of Gamification, Rewards and Feedback. You can now get all four of the principles in a handy book from amazon - https://www.amazon.co.uk/Marczewskis-Principles-Gamification-Chirstopher-Marczewski/dp/1974598306/
Game thinking - Differences Between Games, Serious Games, Gamification and More.Andrzej Marczewski
The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
Based on my original blog post, the Intrinsic Motivation RAMP is a framework to help you better understand the basics of motivation and their places in gamification. The original post can be found here - https://www.gamified.uk/gamification-framework/the-intrinsic-motivation-ramp/
A presentation going into the details surrounding the gamification player and user types HEXAD from Andrzej Marczewski at Gamified UK.
This is aimed at game and gamification designers as a tool for helping design better solutions that focus on the wants and needs of the users.
The original artical can be found at http://www.gamified.uk/user-types/
The gamification design lenses are a series of lens cards to help appraise your gamification ideas and designs and offer new perspectives.
There are cards based on the HEXAD user types, COM-B behaviour model, Innovation lenses and the Gamification Design Framework.
A chapter from the Unicorn Edition, the upcoming expansion pack for Even Ninja Monkeys Like to Play. This chapter discusses how to build strong interactive narratives, introducing the concept of narrative atoms, narrative choice architecture and the Soap Hero's Journey
As the title says, my "Standard" gamification presentation that I have been using as my base deck during 2017 - also called Gamification in a Nutshell :)
This is the slide deck that accompanies my video about Action Feedback loops in gamification. These are the key to engagement in good gamified systems.
here is the video https://youtu.be/XvoQT3dWIcQ
The little cog is a parable about the importance of meaning and purpose in one's career, told in the style of children's book! It's a bit like gamification ;)
An updated version of my User Types and Player Types in Gamification for a recent GamEffective webinar. Includes new stats and the new user types / game mechanics connections based on the HCI Games Group and AIT research
What is the TDS Return Filing Due Date for FY 2024-25.pdfseoforlegalpillers
It is crucial for the taxpayers to understand about the TDS Return Filing Due Date, so that they can fulfill your TDS obligations efficiently. Taxpayers can avoid penalties by sticking to the deadlines and by accurate filing of TDS. Timely filing of TDS will make sure about the availability of tax credits. You can also seek the professional guidance of experts like Legal Pillers for timely filing of the TDS Return.
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RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
Affordable Stationery Printing Services in Jaipur | Navpack n PrintNavpack & Print
Looking for professional printing services in Jaipur? Navpack n Print offers high-quality and affordable stationery printing for all your business needs. Stand out with custom stationery designs and fast turnaround times. Contact us today for a quote!
Premium MEAN Stack Development Solutions for Modern BusinessesSynapseIndia
Stay ahead of the curve with our premium MEAN Stack Development Solutions. Our expert developers utilize MongoDB, Express.js, AngularJS, and Node.js to create modern and responsive web applications. Trust us for cutting-edge solutions that drive your business growth and success.
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Remote sensing and monitoring are changing the mining industry for the better. These are providing innovative solutions to long-standing challenges. Those related to exploration, extraction, and overall environmental management by mining technology companies Odisha. These technologies make use of satellite imaging, aerial photography and sensors to collect data that might be inaccessible or from hazardous locations. With the use of this technology, mining operations are becoming increasingly efficient. Let us gain more insight into the key aspects associated with remote sensing and monitoring when it comes to mining.
Accpac to QuickBooks Conversion Navigating the Transition with Online Account...PaulBryant58
This article provides a comprehensive guide on how to
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[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
Putting the SPARK into Virtual Training.pptxCynthia Clay
This 60-minute webinar, sponsored by Adobe, was delivered for the Training Mag Network. It explored the five elements of SPARK: Storytelling, Purpose, Action, Relationships, and Kudos. Knowing how to tell a well-structured story is key to building long-term memory. Stating a clear purpose that doesn't take away from the discovery learning process is critical. Ensuring that people move from theory to practical application is imperative. Creating strong social learning is the key to commitment and engagement. Validating and affirming participants' comments is the way to create a positive learning environment.
"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
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⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
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➢CHILDREN ART EXHIBITION 2024: BEYOND BARRIERS
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➢ Korean President visits Samsung Electronics R&D Center
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"𝐄𝐯𝐞𝐫𝐲 𝐞𝐯𝐞𝐧𝐭 𝐢𝐬 𝐚 𝐬𝐭𝐨𝐫𝐲, 𝐚 𝐬𝐩𝐞𝐜𝐢𝐚𝐥 𝐣𝐨𝐮𝐫𝐧𝐞𝐲. 𝐖𝐞 𝐚𝐥𝐰𝐚𝐲𝐬 𝐛𝐞𝐥𝐢𝐞𝐯𝐞 𝐭𝐡𝐚𝐭 𝐬𝐡𝐨𝐫𝐭𝐥𝐲 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐚 𝐩𝐚𝐫𝐭 𝐨𝐟 𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐢𝐞𝐬."
Business Valuation Principles for EntrepreneursBen Wann
This insightful presentation is designed to equip entrepreneurs with the essential knowledge and tools needed to accurately value their businesses. Understanding business valuation is crucial for making informed decisions, whether you're seeking investment, planning to sell, or simply want to gauge your company's worth.
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
To start off with, let me just say that this is not a look at how Capgemini does gamification, if you want that you can find Scott Sinclair's fantastic Enterprise Gamificaiton talk from the last gamifiers event. I am going to try and present you more of a look at what gamification actually is, some of the dangers and a few ideas you can take away to think about.As is traditional now, I have started my slide deck with a picture of an Angry Bird. It would seem that this grumpy piece of wild life has come to encapsulate what far too many people think gamification is. However, this is the last time you will hear me mention that game! You may notice a few clichés and over the top moments in this presentation, for which I apologize in advance. I tried to have fun making this slide deck – not sure how fun that will be for you though – but I shall come to that later!
So, let’s get started with the core question. What is Gamification?Next a few taken from a survey I ran with a few industry leaders – just to see what they would say on the matter.As you can see they all revolve around the same idea, well, except Jesse Schell. However, as comical as his description is – it is actually pretty accurate when you think about what many attempts at gamification have been like so far.For me it is the use of behavioural psychology and game mechanics to influence desired behaviours or to enhance user experiences. Adding unusual things to usual things to create some kind of benefit.Unless there are any questions about the first two slides, let’s look at some the standard tools that you will see used in Gamification today.
Whilst there are many tools available to a gamifier, the ones you will most commonly see are Points, Badges and Leader boards. For me, that seems like a sensible place to start.In many games and gamified systems, extrinsic (external physical or representations of physical) rewards are made heavy use of. There are several reasons for this. They are very visible. They are pretty easy to implement. They are also easy for the user to understand. Everybody understands the idea that if I do something, I will get a reward. If I belong to something for a long time, I get a reward. If I excel at something, I get a reward that has meaning to me and is a symbol to others of my achievement.It is also easy to understand that if you are at the top of a ladder or leader board, you are the best. This gives you status and some degree of power, both things that humans like to have.It seems so obvious that this will motivate people, just think how most businesses work. You work, you get paid. You work harder, potentially you get more money. Again, it is easy to see why this should motivate people to do better at work.Isn’t it?
Well, it turns out there is a funny thing about these kinds of obvious, extrinsic rewards. Done wrong, they have the exact opposite effect to what you may be expecting.There has been a lot of research over the last 30 years or so on what actually motivates us.One often cited experiment was to prove something called Over justification (Lepper et al ). This involved asking three groups of children to draw pictures. These groups had the following conditions.Some were told they would get a reward at the end of the activity.Some were not told about any rewards, but received it after the activity. The final group got no reward at all. This was repeated over several days. They found that the group who expected a reward, spent far less time drawing than the group who were getting no reward. The group that were getting the surprise reward, spent the most time drawing. It also transpired that the group who expected a reward actually produced less creative work. The fun, the intrinsic motivation, was removed for the children who were receiving expected rewards. They replaced the enjoyment they got from the drawing with this new extrinsic reward of a certificate.These kinds of experiments have subsequently been repeated with many different groups of people. All of them had a similar result. In the 90’s a group of researchers led by Deci did a meta analysis of 128 research papers and pulled together some very interesting conclusions about the effect of extrinsic rewards on motivation.What all of the research found, was that for tasks that required even the slightest level of creativity, offering predictable extrinsic rewards (such as money), had a negative effect, or as Deci et al put it -“engagement-contingent, completion-contingent, and performance-contingent rewards significantly undermined free-choice intrinsic motivation”I really recommend Daniel Pink’s TED Talk or his RSA presentation, The Surprising Science of Motivation, as it does a really good job of explaining it all.In a nut shell, he defines three main things that motivate us as humans. Autonomy, Mastery and Purpose. In other words, humans are driven by feeling that they are in control, that they are improving at what they are doing and that what they are doing has some greater meaning or goal.
If you rely on nothing but PBL, like some have so far, there will come a point when you hit the engagement gap, or as Steve Bocska from Pug Pharmputs it– badge fatigue and loyalty backlash. PBL systems we have looked at here are great at getting people involved, at introducing them to the “game”. However, over time, people begin to hit a lull. The “so what” factor begins to take over. After you have received the “Flushed the toilet again” badge, you know you are going to lose interest. You can keep pumping new challenges in to the system and that will certainly help. However, long term, it is doomed.
What does that mean to us as gamifiers? Well, it would seem that some of our greatest weapons are actually not very great. Looking at the quote from Decia bit more closely; Engagement-contingent rewards - That badge you give the user for coming to your website for the first time.Completion-contingent rewards – The points and badges users get for doing stuff (foursquare check-ins for example).Performance-contingent rewards – Leader boards? Bonuses for hitting targets at work?Does that mean that everyone is getting it wrong and we need to rethink it all?Well, not quite. You see there are a few important things to consider. The first is this bit about “free choice intrinsic motivation”. This can be seen as a rather round about way of describing creativity. What if your task is not creative? Take the example of data entry. You have to do it, most don’t enjoy it, but it has to be accurate every time. Applying a few game mechanics from the PBL range, may actually help to keep those people a little more engaged. More importantly, it won’t have a negative effect – as long as they are willing participants in the “game”.The other thing to consider is the place that points, badges and ladders have in a gamified system. If you have a single use campaign, say a marketing campaign where you want people to like facebook pages. Adding the basics of gamification can improve initial engagement, because it is a bit of fun. For the short term, it can be a laugh to be involved in a leader board and to collect badges.But, for anything long term, points, badges andladders are just one part of the engagement model and only a fraction of what you should be using for motivation.It is imperative that you consider this in any gamified system. To retain users, you must continue to engage them. Once the shine of the badges has faded, you need something else. Very often this is some kind of social element. You look at systems like Stack Exchange or Giff Gaff and you have great examples of how important social interactions are. Foursquare give us another example. Now that the badges have helped to onboard millions of users, they are beginning to push the next phase of their engagement model – the bit they came up with originally with Dodge Ball – social recommendations.Once you have that extra bit, the badges and the awards then become nice and unexpected pats on the back. They become a bit of fun. They are used to recognize achievement rather than become the achievement. Get this right and you can secure the most vital part of any system. Loyalty.
So, what other things should we be trying to make use of in out toolkit – now that we have put Points and Badges in their correct place?I offer a small selection of the most common and in my mind some of the best mechanics.Pride / ego: People like to be told they have achieved something. They love a pat on the back. Call this pride or call ego, it is something that badges and the like can tap in too. It gives them the ability to say - look what I did. This is part of the reason that most PBL based systems have some kind of trophy cabinet! However, feeling proud of an achievement, whether or not it has some kind of extrinsic representation can be a very powerful intrinsic motivator – I take great pride in my work…Meaning / Purpose: As I spoke about earlier, people love to feel that what they are doing has some kind of meaning, either to themselves to others. It is why players of WoW have created one of the biggest Wikis ever, because it not only helps them achieve their goals, it also adds to the over all pool of knowledge and meaning for others.Altruism / Charity: People give to charities or help others, not because it benefit them, but because they feel it is the right thing to do. This makes them feel good. People add content to Wikipedia, because they like to feel that what they are adding will have some greater or meaning. They also like to feel that if they are giving something. At times this can be an indirectly selfish thing. People may give freely with the understanding that that act may be paid back to them by others.Productivity / Momentum / Flow: As humans, we tend to have very active minds. An unusual side effect of this is that very often we will enjoy doing something rather than nothing, even if that something is not very exciting. How many millions of people play games like Farmville in the down time? It is not an exciting game. You are basically just managing numbers. It can be hard work as well. However, people will spend as many hours playing that as they do at work. If a task is well balanced between being easy and making them think a bit, they just get into the groove, keep on doing it and end up enjoying the task (to some level). Feedback: This is a really powerful and important tool we have learned from games. Instant feed back gives users better understanding of what they are doing and of their progress. Linked in use this in a very simple and effective way with their progress bar for profile completion. Trophies etc. can also be considered feedback.Choice: Last on my list is choice. This is something that gets overlooked, but as I showed earlier, is very important. We like to feel we have some control of the outcome of our actions. One definition of games is actually “A series of meaningful choices”. If we feel that we have no choices, we begin to feel manipulated. These choices don’t have to be huge – it could just be the colour of a screen, but it is psychologically very important to us.These are just a few examples of game mechanics that are used every day in gamification. There are many, many more and the Gamification.org wiki is a fantastic resource to get an idea of more of them.
So, nearly there. I thought I would end on a little bit about fun. Fun is defined (loosely) as Enjoyment, Amusement or Light-hearted pleasure. In gamification there is a big divide on what fun is and if we should talk about it. Some say that fun is not predictable enough to make effective use of; some (like me) think that is irrelevant. Fun is subjective, what you find fun, I may not. I found hiding silly things and using as any daft effects as possible in this presentation fun, you may not have! You can’t force people to have fun. Putting a badge system on a data entry job is not going to make it suddenly fun. So, does that mean we should not design things to be fun or playful. You have to walk the fine line between playful design and patronizing design. You have to understand your target audience as well. Just making a user interface look cute for the sake of it will not help in a business situation! You also have to remember that gamification in any form is meant to improve the experience. As a quick example, I will tell you a tale. A company wants to gamify a mandatory online learning module. They ask the developer to design and implement this asap. The developer takes things from the games they love. They add cute animations, as they will make people smile. They add an “innovative interface”. They add a short story line. Then they release it. Time and money are of the essence after all!The end users have a different experience. The user has been told that they have to do the course. They log in and are confronted with a confusing and totally un-intuitive new system. Between each video, there is some animation that they can’t skip, before they can answer the quiz. What should have taken them 15 minutes out of a busy day has now taken them 30. They feel patronized and very frustrated. #FAILDoes this mean that we should not at least try to make things more fun? That is down to how you feel about it. Personally, I think you should at least try, but you have to try from the lens of a games designer rather than a games player. A games designer understands what mechanics will achieve what emotions with the player. The player just sees the result of all of this. More importantly than all of this, test it on the target audience and react to their feedback! As Mary Poppins said “In every job that must be done, there is an element of fun. You find the fun, and – SNAP – the job’s a game!”
I want to finish by giving you a simple set of guides and questions to ask yourself as you embark on your gamification adventures. I have it printed on my wall in the office.You need to know what you are actually trying to gamify.You need to know what your goals are.You need to know who the players are going to beYou need to decide what elements and game mechanics will work bestYou need to set up metrics and analytics to that you can understand everything about the systemYou must test with the target audience – beta testingAct on the feedbackThen test again – repeat as often as neededWhen you are confident you have a system that will work for the target audience – release itThen go back to the metrics and evolve the system as often as neededRememberLike it or not, you are now part games designer. As Jesse Schell says, to be a games designer just say to yourself “I am a games designer”Volunteers make much better players than those forced!Intrinsic motivation is always more powerful than extrinsic. That said, at times extrinsic motivation may be all you have to get a system kick-started – but you can not rely on it for long.Plan for cheaters, it is in some humans nature to try and cheat the system – especially if there is an extrinsic reward at stakeDon’t be evil. This is not your opportunity to use the people in your new gamified system – they will catch you out and reject the system.Try to remember that a bit of fun (however you wish to describe it) can make almost anything a little more bearable.I think it is worth noting something that Jane McGonigal said “Lots of things have the bells and whistles, but not the heart of a game”