SlideShare a Scribd company logo
Rajashree N
Vice President,
Process and Tools Group & Kn0wledge
Management
Game industry is big (multi billion dollars ) and evolving
Multi million dollarsVirtual goods traded globally
True Mass Online Medium (billion users for Xynga, Angry
Birds, Xbox
Pervasive across Modern life
Well latest FAD
Gamification
What is in it for us?
….So what
What does these games teach us?
What is the mechanic that works behind
these games ?
Why is it engaging ?
What is in it for us?
Goal
Direction
Voluntariness
Balance of
Structure
& Exploration
Learning
Problem solving
A sense of
Achievement
•Average age of gamers in years: 37
•% of gamers older than Fifty: 25
•% of youth playing computer & video games: 97
•% of female gamers: 42
•Social vs. Competitive Games: >3:1
•Avg. of hours/week played in World of Warcraft (WoW): 22
•# of articles in WoWWiki: ˜250,000
•Rank of WoWWiki compared to all Wikis: 2nd
•Rank of Wikipedia: 1st
•Most popular games played by US soldiers in Iraq when off-duty: Halo, Call of
Duty
Source: http://www.enterprise-
gamification.com/index.php/en/facts
Interesting facts about Gamers
How can we motivate more people to
• Learn from mistakes
• Share and reuse knowledge / best practices
• Continuously improve Quality of our services
Are there lessons from these games?
Is there something we can learn?
Integrating game dynamics – game elements and
game design techniques into a non game
environment, that is for a purpose outside the context
of the game
Purpose can be
• To motivate to learn
• To change attitude or behavior
• To inspire action
Designed in a way that drives participation, engagement and motivation to
meet the objective
What is Gamification?
Experiencing Game Elements
Goal
Points
Badges
Challenge
Team
Leaderboard
• To do chores which are considered
boring otherwise
• Activities designed like Game to feel
engaged, fun doing the work
• Change Habits in a desirable way
• Inspire to contribute to loftier goals!
Applying Gamification
Recent Hype?
orTime tested?
fold.it
Protein structure prediction and Protein design, tough biology
problem of understanding the structure of a protein through
games taking advantage of humans' puzzle-solving intuitions
and having people play competitively to fold the best proteins.
NanoDoc
A scientific simulation/puzzle game that allowsbioengineers
and the general public to design nanoparticle strategies to treat
cancer.
thisbigcity.net
Encourage idea sharing and discussion about sustainable
cities
And some real recent buzz
Fairness
Communication
Transparency
Feedback
Learning
Time well spent
And FUN
What do players want
Thinking like a game
Work can be FUN
MicrosoftWin 7: :Language Quality Game
and more…
StackOverflow: Granting badges to users based on their reputation
Jenkins Continuous Integration Game: users can score for successful build or
adding tests (negative scores for breaking the build).
JIRA Hero: This plugin brings achievements and badges to the JIRA issue tracking
system.
EPICWin: GamifiedTo do List
Opportunity to Gamify!
Too many Process and
Metrics to comply!
Millenials like
Social Experience
Managers like to Benchmark
theirTeam with others
Excellence is Hard
Work
< 1% Contribution Rule
Positive, Immediate, and Certain (PIC)
Feedback for their Contributions
No time to retrospect
& LearnLack of Visibility for
Knowledge Sharing
Not Invented
Syndrome
Reach Out
• Socializing policy, processes, methods
• Onboarding and viral adoption of delivery systems
Recognize Coopetition
• Teams compete and yet need to collaborate (Team score card,Top
Communities)
• Communities of Practice
• Project teams
• Points, Levels, Badges and Leader boards
Refresh
• Core processes (e.g., Defect Prevention, Build management )
Reach Out / Recognize/ Refresh
Opportunity to Gamify in Delivery !
Game Design : Do’s and Don’t
“Good game design” should have the ability to sustain long-term
engagement and motivation that last longer.
 Align task and activity incentives across a process
 Be prepared to Create New challenges!.
Do not violate social norms
Do not Force engagement where it is not required or do not have value
meaning or value
Do not make the activity too easy or too hard, resulting in game fatigue
In summary
• Gamification is not about
– Not about graphics
– Not serious games
– Can be beyond Points , Badges and Leaderboards
• Applying game elements ,
designed in a smart way to
motivate for a real value and
meaning
Interesting Reads
http://www.slideshare.net/dings/meaningful-play-getting-gamification-right
http://www.slideshare.net/Rypple/work-better-play-together-on-enterprise-gamification
Nicole Lazzaro –The Psychology of Fun:Transform Awareness to Impact with the Emotions
from Play
“80% of gamification initiatives will fail by 2014 due to bad design” - Brian Burke, Gartner analyst
http://www.gartner.com/newsroom/id/2251015
Ross Smith -Work/Play: How Microsoft Leads with Gamification
http://www.slideshare.net/gzicherm/ross-smithg-summit2013
RobertTorres -Transforming Education with Gamification:The Past, Present and Future
http://www.slideshare.net/gzicherm/ross-smithg-summit2013
KevinWerbach -Teaching Gamification: Astonishing Successes and Lessons from MOOCs
http://www.slideshare.net/gzicherm/kevin-werbach-gamification-summitv22013
Gamifying excellence in Delivery

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Gamifying excellence in Delivery

  • 1. Rajashree N Vice President, Process and Tools Group & Kn0wledge Management
  • 2. Game industry is big (multi billion dollars ) and evolving Multi million dollarsVirtual goods traded globally True Mass Online Medium (billion users for Xynga, Angry Birds, Xbox Pervasive across Modern life Well latest FAD Gamification What is in it for us? ….So what
  • 3. What does these games teach us? What is the mechanic that works behind these games ? Why is it engaging ? What is in it for us?
  • 8. •Average age of gamers in years: 37 •% of gamers older than Fifty: 25 •% of youth playing computer & video games: 97 •% of female gamers: 42 •Social vs. Competitive Games: >3:1 •Avg. of hours/week played in World of Warcraft (WoW): 22 •# of articles in WoWWiki: ˜250,000 •Rank of WoWWiki compared to all Wikis: 2nd •Rank of Wikipedia: 1st •Most popular games played by US soldiers in Iraq when off-duty: Halo, Call of Duty Source: http://www.enterprise- gamification.com/index.php/en/facts Interesting facts about Gamers
  • 9. How can we motivate more people to • Learn from mistakes • Share and reuse knowledge / best practices • Continuously improve Quality of our services Are there lessons from these games? Is there something we can learn?
  • 10. Integrating game dynamics – game elements and game design techniques into a non game environment, that is for a purpose outside the context of the game Purpose can be • To motivate to learn • To change attitude or behavior • To inspire action Designed in a way that drives participation, engagement and motivation to meet the objective What is Gamification?
  • 12. • To do chores which are considered boring otherwise • Activities designed like Game to feel engaged, fun doing the work • Change Habits in a desirable way • Inspire to contribute to loftier goals! Applying Gamification
  • 14. fold.it Protein structure prediction and Protein design, tough biology problem of understanding the structure of a protein through games taking advantage of humans' puzzle-solving intuitions and having people play competitively to fold the best proteins. NanoDoc A scientific simulation/puzzle game that allowsbioengineers and the general public to design nanoparticle strategies to treat cancer. thisbigcity.net Encourage idea sharing and discussion about sustainable cities And some real recent buzz
  • 15. Fairness Communication Transparency Feedback Learning Time well spent And FUN What do players want Thinking like a game
  • 16. Work can be FUN MicrosoftWin 7: :Language Quality Game and more… StackOverflow: Granting badges to users based on their reputation Jenkins Continuous Integration Game: users can score for successful build or adding tests (negative scores for breaking the build). JIRA Hero: This plugin brings achievements and badges to the JIRA issue tracking system. EPICWin: GamifiedTo do List
  • 17. Opportunity to Gamify! Too many Process and Metrics to comply! Millenials like Social Experience Managers like to Benchmark theirTeam with others Excellence is Hard Work < 1% Contribution Rule Positive, Immediate, and Certain (PIC) Feedback for their Contributions No time to retrospect & LearnLack of Visibility for Knowledge Sharing Not Invented Syndrome
  • 18. Reach Out • Socializing policy, processes, methods • Onboarding and viral adoption of delivery systems Recognize Coopetition • Teams compete and yet need to collaborate (Team score card,Top Communities) • Communities of Practice • Project teams • Points, Levels, Badges and Leader boards Refresh • Core processes (e.g., Defect Prevention, Build management ) Reach Out / Recognize/ Refresh Opportunity to Gamify in Delivery !
  • 19. Game Design : Do’s and Don’t “Good game design” should have the ability to sustain long-term engagement and motivation that last longer.  Align task and activity incentives across a process  Be prepared to Create New challenges!. Do not violate social norms Do not Force engagement where it is not required or do not have value meaning or value Do not make the activity too easy or too hard, resulting in game fatigue
  • 20. In summary • Gamification is not about – Not about graphics – Not serious games – Can be beyond Points , Badges and Leaderboards • Applying game elements , designed in a smart way to motivate for a real value and meaning
  • 21. Interesting Reads http://www.slideshare.net/dings/meaningful-play-getting-gamification-right http://www.slideshare.net/Rypple/work-better-play-together-on-enterprise-gamification Nicole Lazzaro –The Psychology of Fun:Transform Awareness to Impact with the Emotions from Play “80% of gamification initiatives will fail by 2014 due to bad design” - Brian Burke, Gartner analyst http://www.gartner.com/newsroom/id/2251015 Ross Smith -Work/Play: How Microsoft Leads with Gamification http://www.slideshare.net/gzicherm/ross-smithg-summit2013 RobertTorres -Transforming Education with Gamification:The Past, Present and Future http://www.slideshare.net/gzicherm/ross-smithg-summit2013 KevinWerbach -Teaching Gamification: Astonishing Successes and Lessons from MOOCs http://www.slideshare.net/gzicherm/kevin-werbach-gamification-summitv22013

Editor's Notes

  1. Fold.it A small protein can consist of 100 amino acids, while some human proteins can be huge (1000 amino acids). The number of different ways even a small protein can fold is astronomical because there are so many degrees of freedom. Figuring out which of the many, many possible structures is the best one is regarded as one of the hardest problems in biology today and current methods take a lot of money and time, even for computers. Inspired by Fold.IT, engineers from MIT’s Koch Institute for Integrative Cancer Research made a solution to find new solutions for attacking specific tumors in a predictable manner. NanoDoc has been designed for bioengineers to create tumor scenario puzzles that the general public can attempt to solve by creating the most effective nanoparticle configurations. Players can adjust variable like particle size, number of particles, and the type of coating each one carries to produce different effects on the tumor. Successful solutions will be taken and tested in computer solutions and nanobot swarms in labs to make sure solutions work as intended. If the solution passes the test, then researchers will be able to apply these solutions in biological settings.