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Gamification and storytelling:
Intranets getting serious about play
Intranet Global Forum 2015 NYC
Thursday, October 22, 1:00 – 2:30 pm
Anders Gronstedt, Ph.D.,
President, Gronstedt Group
Breakout task
How can emerging consumer trends be
used in your Intranet strategy?
Virtual and augmented reality
How can emerging consumer trends be
used in your digital Intranet strategy?
Virtual and augmented reality
Samsung Gear VR
Sony Morpheus
Tethered VR
Oculus Rift
Crescent Bay
Mobile VR
Augmented RealityAugmented Reality
Google cardboard
Microsoft
HoloLens
HTC Vive
How can emerging consumer trends be
used in your Intranet strategy?
Mobile and wearables
How can emerging consumer trends be
used in your Intranet strategy?
Video
 1 Billion YouTube visitors/month
 Over half of all mobile traffic is video
 430 million Khan Academy visits/year
 100 million hours of how-to content consumed on YouTube so far
this year, 70% growth over last year
How can consumer technologies be
leveraged in your Intranet strategy?
Podcasting
 18% growth in the U.S. between Spring and
Fall 2014
 Americans listen to 21.1 million hours of
podcasts per day
 “Serial” 72 million downloads
How can emerging consumer trends be
used in your Intranet strategy?
Gaming
97% of youth aged 12-17 play games
80% of youth play five or more game genres
42% of Americans play >3h of game a week
The average female player is 43 years old
29% of gamers are over the age of 50
Meta study of 65 studies and 6,476 trainees,
video game trainees have:
11% higher factual knowledge level
14% higher skill-based knowledge level
9% higher retention rate
“Fold it” is close to solving aids.
How can consumer technologies be
leveraged in your Intranet strategy?
 Virtual and augmented reality
 Mobile and wearables
 Video
 Podcasting
 Gaming
 Social, cloud, IoT…
Intranets getting serious about play
Gaming: Boredom vs. anxiety
Source: Mihaly Csikszentmihalyi
Cloud Defense game
Challenge: practice and
master new security concepts
Solution: A tower defense game
 First-person shooter game,
 storyline about a crime
syndicate
 Scores, rewards, leveling,
feedback, and leaderboard
Test and iterate
A rapid prototyping process with usability testing
allows the development team, SME's, and end-
users to collaborate on identifying bugs and
improving the final design.
Game analytics funnel
Mission Possible sales sim game
 Points: Experience,
skill, reputation, etc.
 Levels: Progress
through the game,
more rewards and resources.
 Badges: Awards for
accomplishing tasks or skills.
 On-boarding: First minutes
of orientation.
 Quests: Goal(s) without
specifying how to accomplish.
3-D immersive hotel game
 3-D, high fidelity, virtual hotel
 Solve guest satisfaction, safety, security,
and business operations problems
3D Virtual conference
Synchronous virtual
panel discussions,
keynote sessions,
exhibits, networking,
for the U.S. Department
of Transportation.
Augmented and virtual reality
From immersion to presence, the feeling of
being in the virtual space.
Case:
Challenge: Inspire 20,000 employees to
achieve breakthrough innovation and
performance without holding live training
sessions.
Solution: Leverages the explosion of
screens and devices with“transmedia
storytelling”; telling a story with video,
games, mobile devices and social media,
where each medium makes its own unique
contribution to the unfolding of the story.
Solution:
Transmedia Storytelling
 A scripted video drama
series: “The iTent”
 “Scribe“ videos
 Radio-style podcast
interviews with company
leaders
 Marketing campaign
Results
 Over 20,000 employees attended some
of the program.
 Improved scores on climate surveys
 Managers held spontaneous viewing
parties
"This was a fabulous program! I can’t imagine anyone not
learning something or having a ‘aha’ moment when taking
this course."
Thank you!
anders@gronstedtgroup.com

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Intranet gamification presentation by Anders Gronstedt at the Intranet Global Forum 2015

  • 1. Gamification and storytelling: Intranets getting serious about play Intranet Global Forum 2015 NYC Thursday, October 22, 1:00 – 2:30 pm Anders Gronstedt, Ph.D., President, Gronstedt Group
  • 3. How can emerging consumer trends be used in your Intranet strategy? Virtual and augmented reality
  • 4. How can emerging consumer trends be used in your digital Intranet strategy? Virtual and augmented reality Samsung Gear VR Sony Morpheus Tethered VR Oculus Rift Crescent Bay Mobile VR Augmented RealityAugmented Reality Google cardboard Microsoft HoloLens HTC Vive
  • 5. How can emerging consumer trends be used in your Intranet strategy? Mobile and wearables
  • 6. How can emerging consumer trends be used in your Intranet strategy? Video  1 Billion YouTube visitors/month  Over half of all mobile traffic is video  430 million Khan Academy visits/year  100 million hours of how-to content consumed on YouTube so far this year, 70% growth over last year
  • 7. How can consumer technologies be leveraged in your Intranet strategy? Podcasting  18% growth in the U.S. between Spring and Fall 2014  Americans listen to 21.1 million hours of podcasts per day  “Serial” 72 million downloads
  • 8. How can emerging consumer trends be used in your Intranet strategy? Gaming 97% of youth aged 12-17 play games 80% of youth play five or more game genres 42% of Americans play >3h of game a week The average female player is 43 years old 29% of gamers are over the age of 50 Meta study of 65 studies and 6,476 trainees, video game trainees have: 11% higher factual knowledge level 14% higher skill-based knowledge level 9% higher retention rate “Fold it” is close to solving aids.
  • 9. How can consumer technologies be leveraged in your Intranet strategy?  Virtual and augmented reality  Mobile and wearables  Video  Podcasting  Gaming  Social, cloud, IoT…
  • 11. Gaming: Boredom vs. anxiety Source: Mihaly Csikszentmihalyi
  • 12. Cloud Defense game Challenge: practice and master new security concepts Solution: A tower defense game  First-person shooter game,  storyline about a crime syndicate  Scores, rewards, leveling, feedback, and leaderboard
  • 13. Test and iterate A rapid prototyping process with usability testing allows the development team, SME's, and end- users to collaborate on identifying bugs and improving the final design.
  • 15. Mission Possible sales sim game  Points: Experience, skill, reputation, etc.  Levels: Progress through the game, more rewards and resources.  Badges: Awards for accomplishing tasks or skills.  On-boarding: First minutes of orientation.  Quests: Goal(s) without specifying how to accomplish.
  • 16. 3-D immersive hotel game  3-D, high fidelity, virtual hotel  Solve guest satisfaction, safety, security, and business operations problems
  • 17. 3D Virtual conference Synchronous virtual panel discussions, keynote sessions, exhibits, networking, for the U.S. Department of Transportation.
  • 18. Augmented and virtual reality From immersion to presence, the feeling of being in the virtual space.
  • 19. Case: Challenge: Inspire 20,000 employees to achieve breakthrough innovation and performance without holding live training sessions. Solution: Leverages the explosion of screens and devices with“transmedia storytelling”; telling a story with video, games, mobile devices and social media, where each medium makes its own unique contribution to the unfolding of the story.
  • 20. Solution: Transmedia Storytelling  A scripted video drama series: “The iTent”  “Scribe“ videos  Radio-style podcast interviews with company leaders  Marketing campaign
  • 21. Results  Over 20,000 employees attended some of the program.  Improved scores on climate surveys  Managers held spontaneous viewing parties "This was a fabulous program! I can’t imagine anyone not learning something or having a ‘aha’ moment when taking this course."