Aravind Gogineni
More about it
If you want to get people to do something that
they might no do otherwise, make it a social
game.
Because games are fun
Games # Gamification
application of gaming concepts to non-game
experiences in order to drive desired behaviour
from an audience
Simpler Terms
Gamification takes the characteristics we like
about games and adds them to everyday actions
in order to make them more interesting.
Think about receiving points for filing
paperwork, or brushing your teeth.
Gartner- Predictions
• End of 2014, over 70% of global 2000 organizations
will have at least one "gamified" application
• By 2015, >50% of organizations that manage
innovation processes
• “Gamification is positioned to become a significant
trend in the next five years."
• The gamification market is expected to reach $5.5B
in 2018
• 70% of Global 2000 companies will adopt
gamification by the end of 2014.
Jargon
• USERS
Anyone who participates in a gamification
platform. Customers or employees
• FEEDBACK
Immediate, positive feedback makes us feel
good about completing something and
motivates us to do it again.
• BADGES
Badges are usually awarded for actions the user
has just completed.
visual display of achievement than points.
• LEADERBOARDS
Ranking top performing users on a leaderboard
broadcasts who’s getting the most out of the
game.
• PROGRESS
Pulled from the level system of video games,
progress in gamification can be as simple as
telling a user when they’ve completed a
required action or as a complex as moving
through multiple stages of an extensive process.
• REWARDS
Incentives and Rewards are a crucial piece in the
engagement puzzle providing optimal
motivations for driving engagement
• SOCIAL RECOGNITION
Integrating social media platforms with
gamification software, businesses can empower
users to share their experiences and show off
their rewards.
Use Cases
Visiting, reviewing products, watching videos, and participating in user-generated Q&As
Linkedin
Treehouse
Gamification Gurus-Leader Board
Gamification in…
• Banking
• Sales
• Marketing
• Project Management
• Software Delivery
…..etc
Banking
• BankFusion –a financial education game into
the core system it sells to retail financial
institutions.
• CIMB YOUth –Facebook-based app, credits
called “FUNds” issued for getting accounts and
promoting the bank.
• Foursquare Check-Ins –DBS Bank in Asia and
Dupaco Credit Union rewards – frequent
branch visits
Development & Maintenance teams
Code Quality & Performance-Improvement
Project Management-RedCritter
Sales
Sales Gamified Dashboard
Yammer
Design Framework
• Know your player
• Identify the mission
• Understand human motivation
• Apply mechanics
• Manage, monitor and measure
Efficiency Effectiveness Satisfaction Engagement
User-centred design
Certificate Course
Gamification by Aravind Gogineni
Gamification by Aravind Gogineni

Gamification by Aravind Gogineni

  • 1.
  • 3.
    More about it Ifyou want to get people to do something that they might no do otherwise, make it a social game. Because games are fun
  • 4.
    Games # Gamification applicationof gaming concepts to non-game experiences in order to drive desired behaviour from an audience
  • 5.
    Simpler Terms Gamification takesthe characteristics we like about games and adds them to everyday actions in order to make them more interesting. Think about receiving points for filing paperwork, or brushing your teeth.
  • 6.
    Gartner- Predictions • Endof 2014, over 70% of global 2000 organizations will have at least one "gamified" application • By 2015, >50% of organizations that manage innovation processes • “Gamification is positioned to become a significant trend in the next five years." • The gamification market is expected to reach $5.5B in 2018 • 70% of Global 2000 companies will adopt gamification by the end of 2014.
  • 7.
    Jargon • USERS Anyone whoparticipates in a gamification platform. Customers or employees • FEEDBACK Immediate, positive feedback makes us feel good about completing something and motivates us to do it again.
  • 8.
    • BADGES Badges areusually awarded for actions the user has just completed. visual display of achievement than points.
  • 9.
    • LEADERBOARDS Ranking topperforming users on a leaderboard broadcasts who’s getting the most out of the game.
  • 10.
    • PROGRESS Pulled fromthe level system of video games, progress in gamification can be as simple as telling a user when they’ve completed a required action or as a complex as moving through multiple stages of an extensive process.
  • 11.
    • REWARDS Incentives andRewards are a crucial piece in the engagement puzzle providing optimal motivations for driving engagement
  • 12.
    • SOCIAL RECOGNITION Integratingsocial media platforms with gamification software, businesses can empower users to share their experiences and show off their rewards.
  • 13.
  • 15.
    Visiting, reviewing products,watching videos, and participating in user-generated Q&As
  • 16.
  • 17.
  • 19.
  • 26.
    Gamification in… • Banking •Sales • Marketing • Project Management • Software Delivery …..etc
  • 27.
    Banking • BankFusion –afinancial education game into the core system it sells to retail financial institutions. • CIMB YOUth –Facebook-based app, credits called “FUNds” issued for getting accounts and promoting the bank. • Foursquare Check-Ins –DBS Bank in Asia and Dupaco Credit Union rewards – frequent branch visits
  • 28.
  • 31.
    Code Quality &Performance-Improvement
  • 33.
  • 36.
  • 38.
  • 39.
  • 40.
    Design Framework • Knowyour player • Identify the mission • Understand human motivation • Apply mechanics • Manage, monitor and measure Efficiency Effectiveness Satisfaction Engagement User-centred design
  • 41.

Editor's Notes

  • #32 SONAR – open source code analysis tool