Gamification
- Consumer Apps
"The process of game play is
deeply natural.“
Agenda
• Learning from Games
• Why Gamify ?
• Why Gamification ?
• Gamification – Some Applications
• Game Elements
• Things that are Fun !
• Gamification Design – Step by Step
• SDK and Checklist
• Who is Gamifying ?
• A look at some apps.
Learning from Games…
• The use of game elements and
game design techniques in
non-game contexts.
Gamification is the use of game design techniques and mechanics to
problems and engage audiences. […] Gamification works by …
taking advantage of humans' psychological predisposition to engage in gaming.
The technique can encourage people to perform chores that they ordinarily
consider boring, such as completing surveys, shopping, or reading web sites.
– Jeff Atwood on Gamification
Why Gamify?
• Fill Engagement gap
• Provide Choices
• Track Progression
• Be Social
• Develop Habit
• Evoke Positive emotions
• Meaningful
• Achievements help
• It can be Fun
Influence of Games – Some Stats
• 97% of kids 12-17 play
• videogames
• The average game player
• is 30 years old
• – 37% are older than 35
• 47% percent of all game
players are women
(Sources: Pew Foundation and Entertainment Software Association)
Zero to 100 million users in 41
days
• Virtual goods: $7.3 billion globally (In-Stat 2010),
• over $2 billion U.S. (Inside Network 2011)
• 44% of US/UK adults have played a mobile game in the last month
(PopCap/Information Solutions as of early 2012)
Why Gamification?
• An emerging business practice
• Games are powerful things
• Lessons from psychology , design ,
Strategy , technology
• Harder Than it Appears!
Gamification can be used to
motivate ..
• External ( Marketing ,Sales
,Customer engagement ,etc)
• Internal (HR,Productivity
enhancement,Crowdsourcing)
• Behavior change( Health and
wellness,Sustainability, Personal
finance)
• Rewards
• Challenges
• Points
• Leaderboard
• Badges
• Resource Collection
• Avatars/Role Playing
• Progression
• Quests and more
Game Elements
Experience + Elements = Game
The
elements are
not the game
Examples
Real World Activity Game Concept
Monthly sales competition Challenge
Frequent flyer program tiers Levels
Sales group Team
Free coffee after ten purchases at
Starbucks
Reward
American Express platinum card Badge
• Feedback
• Progression
• Completion
•You’ve won a Banana Tree
• Schedule/Milestones
• Continuous
• Fixed
• Variable
• Competitive/non-competitive
• Certain/uncertain
• Virtual Gifts
• Not all rewards are fun;
• Not all fun is rewarding
Rewards
Rewards
for
doing
good?
Badge Backpack
• Representations of achievement
• Flexibility
• Style
• Signaling of importance
• Credentials
• Collections
• Social display (status symbols)
Leaderboards
• Ranking
– Feedback on competition
• Personalized leaderboards
– Friend-relative variant
• Danger! What if I’am not at Top !!
• Is it Impossible to fail ?
Things that are Fun!
• Winning/
Triumphing
• Problem-solving
• Exploring
• Chilling
• Teamwork
• Recognition
• Collecting
• Surprise
• Imagination
• Sharing
• Role Playing
• Customization
• Goofing off
Fun can (and should) be designed
Gamification IS
• Listening to what games can teach us.
• Learning from game design (and
psychology, management, marketing,
economics).
• Appreciating fun.
• Voluntariness
• Learning or problem solving
• Creating an Experience
• Collaborate better
• Conditions for Flow
Gamification is Not…
• “Making everything a game”
• Simulations (although they may constitute
serious games)
• Just for marketing or customer
engagement
• Just PBLs (points, badges,leaderboards)
• Game theory
Building the Blocks - Analytics
• Analysis of Data collected after
Gamification
• Volume of activity
• Target Behaviors – Specific Success
metrics
• Measure Virality
Gamification Design
Framework
1. DEFINE business objectives
2. DELINEATE target behaviors
3. DESCRIBE your players
4. DEVISE activity
5. DON’T forget the fun!
6. DEPLOY the appropriate tools
Gamification with Caution
• Potential for Abuse/Manipulation
• Overemphasis on Status
• Rewards Can De-Motivate
• Overlapping RolePlays
SDK’s –
www.enterprise-gamification.com
• Badgeville
• Bigdoor
• SCVNGR
• Beintoo - increase your Bescore level from "Novice" up to
"Master" and you will get our virtual currency, the
Bedollars, as reward.
• Gamify.it
• Rypple(salesforce.com)
• CrowdTwist ( social loyalty and rewards platform that
activates your audience wherever your brand may be.)
• Kitzy– fan retention
• and …..
CheckList
• Game elements
• Functionality-Goals/Rules Engine,Location
services,Notifications,etc
• API Access and Documentation.
• Security Features – Authentication,SSO,etc
• Administration abilitites
• Infrastructure – Technology Supported,
Repository of Artifacts,etc
• Cost ,Licences
Can start Gamification for …
• Bug Reporting
• Feedback
• Data collection
• Recognition
• Training End Users
Who is Gamifying?
• Microsoft
• Nike
• Salesforce.com
• CodeAcademy
• Deloitte
• Samsung
• Foursquare
• Stack Overflow
LUMOback
LUMOback will vibrate when the
user’s posture is incorrect so it can
be fixed in real time and displays a
cute on-screen guide to help your
correct your stance
Fitness - Gamification
Nike+ Running
Nike+ Gears
Quit Now
Quit Now! will inform you of milestones
like regaining your sense of smell
(2 days, apparently), eliminating your
physical dependency on nicotine and when
you’ve decreased your risk for
smoking-related illnesses.
 Unlock achievements based on how many
days you’ve gone without smoking,
the money you’ve saved, and how much
you’ve improved your general life
expectancy.
You can share achievements with friends
and family via Twitter, email, Facebook
or your blog.
One of the better features if probably
the ”Help” section
Foursqaure
Influencer marketing
Social Sharing
Blisslogix Skill Development
Platform
• Reward Points for Completed Tests.
• Leaderboard – Ranking on Points.
• Badges for Skills Aquired.
• Social – Integration with LinkedIn.
• Competency development groups.
• Role Play to demonstrate entrepreneurial
Skills.
• Project Hosting - CrowdSourcing
"Assisting the Elderly"
Thank You !
info@blisslogix.com

Gamification consumer apps

  • 1.
    Gamification - Consumer Apps "Theprocess of game play is deeply natural.“
  • 2.
    Agenda • Learning fromGames • Why Gamify ? • Why Gamification ? • Gamification – Some Applications • Game Elements • Things that are Fun ! • Gamification Design – Step by Step • SDK and Checklist • Who is Gamifying ? • A look at some apps.
  • 3.
    Learning from Games… •The use of game elements and game design techniques in non-game contexts. Gamification is the use of game design techniques and mechanics to problems and engage audiences. […] Gamification works by … taking advantage of humans' psychological predisposition to engage in gaming. The technique can encourage people to perform chores that they ordinarily consider boring, such as completing surveys, shopping, or reading web sites. – Jeff Atwood on Gamification
  • 4.
    Why Gamify? • FillEngagement gap • Provide Choices • Track Progression • Be Social • Develop Habit • Evoke Positive emotions • Meaningful • Achievements help • It can be Fun
  • 5.
    Influence of Games– Some Stats • 97% of kids 12-17 play • videogames • The average game player • is 30 years old • – 37% are older than 35 • 47% percent of all game players are women (Sources: Pew Foundation and Entertainment Software Association)
  • 6.
    Zero to 100million users in 41 days • Virtual goods: $7.3 billion globally (In-Stat 2010), • over $2 billion U.S. (Inside Network 2011) • 44% of US/UK adults have played a mobile game in the last month (PopCap/Information Solutions as of early 2012)
  • 7.
    Why Gamification? • Anemerging business practice • Games are powerful things • Lessons from psychology , design , Strategy , technology • Harder Than it Appears!
  • 8.
    Gamification can beused to motivate .. • External ( Marketing ,Sales ,Customer engagement ,etc) • Internal (HR,Productivity enhancement,Crowdsourcing) • Behavior change( Health and wellness,Sustainability, Personal finance)
  • 9.
    • Rewards • Challenges •Points • Leaderboard • Badges • Resource Collection • Avatars/Role Playing • Progression • Quests and more Game Elements Experience + Elements = Game The elements are not the game
  • 10.
    Examples Real World ActivityGame Concept Monthly sales competition Challenge Frequent flyer program tiers Levels Sales group Team Free coffee after ten purchases at Starbucks Reward American Express platinum card Badge • Feedback • Progression • Completion •You’ve won a Banana Tree
  • 11.
    • Schedule/Milestones • Continuous •Fixed • Variable • Competitive/non-competitive • Certain/uncertain • Virtual Gifts • Not all rewards are fun; • Not all fun is rewarding Rewards Rewards for doing good?
  • 12.
    Badge Backpack • Representationsof achievement • Flexibility • Style • Signaling of importance • Credentials • Collections • Social display (status symbols)
  • 13.
    Leaderboards • Ranking – Feedbackon competition • Personalized leaderboards – Friend-relative variant • Danger! What if I’am not at Top !! • Is it Impossible to fail ?
  • 14.
    Things that areFun! • Winning/ Triumphing • Problem-solving • Exploring • Chilling • Teamwork • Recognition • Collecting • Surprise • Imagination • Sharing • Role Playing • Customization • Goofing off Fun can (and should) be designed
  • 15.
    Gamification IS • Listeningto what games can teach us. • Learning from game design (and psychology, management, marketing, economics). • Appreciating fun. • Voluntariness • Learning or problem solving • Creating an Experience • Collaborate better • Conditions for Flow
  • 16.
    Gamification is Not… •“Making everything a game” • Simulations (although they may constitute serious games) • Just for marketing or customer engagement • Just PBLs (points, badges,leaderboards) • Game theory
  • 17.
    Building the Blocks- Analytics • Analysis of Data collected after Gamification • Volume of activity • Target Behaviors – Specific Success metrics • Measure Virality
  • 18.
    Gamification Design Framework 1. DEFINEbusiness objectives 2. DELINEATE target behaviors 3. DESCRIBE your players 4. DEVISE activity 5. DON’T forget the fun! 6. DEPLOY the appropriate tools
  • 19.
    Gamification with Caution •Potential for Abuse/Manipulation • Overemphasis on Status • Rewards Can De-Motivate • Overlapping RolePlays
  • 20.
    SDK’s – www.enterprise-gamification.com • Badgeville •Bigdoor • SCVNGR • Beintoo - increase your Bescore level from "Novice" up to "Master" and you will get our virtual currency, the Bedollars, as reward. • Gamify.it • Rypple(salesforce.com) • CrowdTwist ( social loyalty and rewards platform that activates your audience wherever your brand may be.) • Kitzy– fan retention • and …..
  • 21.
    CheckList • Game elements •Functionality-Goals/Rules Engine,Location services,Notifications,etc • API Access and Documentation. • Security Features – Authentication,SSO,etc • Administration abilitites • Infrastructure – Technology Supported, Repository of Artifacts,etc • Cost ,Licences
  • 22.
    Can start Gamificationfor … • Bug Reporting • Feedback • Data collection • Recognition • Training End Users
  • 23.
    Who is Gamifying? •Microsoft • Nike • Salesforce.com • CodeAcademy • Deloitte • Samsung • Foursquare • Stack Overflow
  • 24.
    LUMOback LUMOback will vibratewhen the user’s posture is incorrect so it can be fixed in real time and displays a cute on-screen guide to help your correct your stance
  • 25.
  • 26.
  • 27.
  • 28.
    Quit Now Quit Now!will inform you of milestones like regaining your sense of smell (2 days, apparently), eliminating your physical dependency on nicotine and when you’ve decreased your risk for smoking-related illnesses.  Unlock achievements based on how many days you’ve gone without smoking, the money you’ve saved, and how much you’ve improved your general life expectancy. You can share achievements with friends and family via Twitter, email, Facebook or your blog. One of the better features if probably the ”Help” section
  • 29.
  • 30.
    Blisslogix Skill Development Platform •Reward Points for Completed Tests. • Leaderboard – Ranking on Points. • Badges for Skills Aquired. • Social – Integration with LinkedIn. • Competency development groups. • Role Play to demonstrate entrepreneurial Skills. • Project Hosting - CrowdSourcing
  • 31.
  • 32.

Editor's Notes

  • #15 Nicole Lazzaro’s 4 Keys 1. Easy Fun 2. Hard fun 3. People fun 4. Serious fun Marc Leblanc’s 8 Kinds of Fun 1. Sensation 2. Fantasy 3. Narrative 4. Challenge 5. Fellowship 6. Discovery 7. Expression 8. Submission