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1.     Think about systems
2.     Willingness to Learn
3.     Willingness to Change
4.     Willingness to Grow
5.     Willingness to Develop Trust
6.     Communication
7.     Valuing Risk and Tolerating Failure
Competencies, Qualities And Attributes Required For Collaborative Working – Clare Cooper

                                                                     2
Coming together is a beginning; keeping together is progress;
working together is success. – Henry Ford




                                  3
4
•   1614: The white king commands his owne knight into the third house before
    his owne bishop.
•   1750: K. knight to His Bishop's 3d.
•   1837: K.Kt. to B.third sq.
•   1848: K.Kt. to B's 3rd.
•   1859: K. Kt. to B. 3d.
•   1874: K Kt to B3
•   1889: KKt -B3
•   1904: Kt-KB3
•   1946: N-KB3
•   1980: Nf3

                                        5
1B,2B, 3B, A, AB, AB/HR, BA, BB, BB,
BB/9, BB/K, BF, BK, BS, CERA, CG, CI,      BsR, BABIP, DIPS, FIP,
CS, DI, DICE, DP, E, ER, ERA, ERA+,
FC, FP, FPOM, G, G, G/F, GB, GDP, GF,
                                           xFIP, EQA, FBV, LIPS,
GIDP, GO/AO, GPA, GS, GS, GS, H, H,        OPS, PECOTA, PERA,
H/9, HB, HBP, HLD (or H), HR, HRA, IBB,
IBB, INN, IP, IP/GS, IR, IRA, K, K, K/9,   NERD, TPR, BFW, TIP,
K/BB, L, LOB, OBA, OBP, PA, PB, PIT,
PO, QS, R, R.R.A, RA, RBI, RC, RF,         PW, UZR, VORP,
RISP, RP, SB, SB%, SF, SH, SHO, SLG,
SO, SV, SVO, TA, TB, TC, TOB, TP, W,
                                           wOBA, WAR
WHIP, WP, XBH, XR




                                           6
• 4 Million in the Middle East    • 15 Million in Australia (71%)
  (1%)                            • 17 Million in South Korea
• 10 Million in Russia (7%)         (35%)
• 105 Million in India (9%)       • 100 Million in Europe (11.7%)
• 10 Million in Vietnam (11.5%)   • 200 Million in China (15%)
• 10 Million in Mexico (9.3%)     • 183 Million in the United States
• 13 Million in Central and         (60% of the population)
  Southern America (3%)




                                  7   Stats from: Reality is Broken which references 11 different studies
• Average Age: 34 years
• Average Experience: 12
  years
• Sex: Male: 60% Female:
  40%
• 19 Million are playing 20+
  hours a week
• 44% are playing online /
  multiplayer
                               8
The Fifth Generation
                    History
                                                               World of Warcraft
•   Generation 1 - The Mainframe                          • Average Player
     –   1974: Mazewar - First Multiplayer Online Game
     –   1978: MUD1 – Roy Trubshaw & Richard Bartle           – Plays 3.5 nights a week
•   Generation 2 - The Online Modem Services
     –   1985: Islands of Kesmai on Compuserve
                                                              – Plays for 3 hours at a time
     –
     –
         1985: Habitat by Lucasfilm
         1991: Neverwinter Nights by America Online
                                                          • Launched in Q4 2004 with 1.5
     –   1992: The Shadows of Yserbius by Sierra Online     million subscribers
     –   1993: The Fates of Twinion by Sierra Online
     –   1994: The Ruins of Cawdor by Sierra Online       • 2010 12 million subscribers
•   Generation 3 – The Internet
     –   1996: Meridian 59 by 3DO                         • Last Quarter: 11.4 million
     –   1996: The Realm Online by Sierra Online
•   Generation 4 – Popularization
                                                          • 624,750,000 hours played and
     –   1996: Nexus: The Kingdom of Wind by Nexon          recorded
     –   1997: Ultima Online by Origin Systems
     –   1999: Everquest by Sony

                                                          9
• Founded 2007 – Privately held
• 600 employees
• $850 million Revenue in 2010. Valued a 8 Billion.
• 27 active games on their platform. 20 Games have been
  retired.
• 250 million active players
• 70 minutes a week of play
• 730,000,000 hours of game play observed & recorded

                            10
• Idea 1: Storage is getting Cheaper
• Idea 2: Games Stats are being recorded at an
  increasing rate
• Idea 3: The Number of Players is increasing

• Storage Space + Games Recorded + Players =
  Gaming Is No Longer An Art

                         11
12
13
14
15
16
17
•   The Average Gamer has spent 2,500 hours of his life playing video games
•   The Hard Core Gamer has played 12,500 hours of his life playing video games
•   This sort of data collection and analysis by psychologists, sociologists, and
    economists has been going on now for about 10 years
•   ―…ten thousand hours of practice is required to achieve the level of mastery
    associated with being a world-class expert — in anything. In study after study, of
    composers, basketball players, fiction writers, ice skaters, concert pianists, chess
    players, master criminals, and what have you, this number comes up again and
    again. Ten thousand hours is the equivalent to roughly three hours per day, or twenty
    hours per week, of practice over ten years‖ – Daniel Levitin This is your Brain on
    Music

•   What Are These Companies Getting Good At?
•   What Are These People Getting Good At?

                                             18
1. Challenges are to be met and overcome
2. Challenges are to be met with relentless optimism by focusing our energies
   on them
3. Work must have clear success factors, be hands on, and outcomes of
   success known
4. You must eliminate the fear of failure. This improves overall chance of
   success
5. Build strong social connections and networks. Build prosocial activities
6. Become a part of something bigger and more epic than an individuals
   actions
  Source: Reality is Broken by Jane McGonigal,Ph.D, Director of Game R&D at the Institute of the Future


                                                                     19
Making Work Fun and Effective




                                20
• ―We suggest a short list of technologies that we recommend that
  CIOs should make time to see and experience themselves [in
  2011]… Play with Examples of the Rising Gamification Trend‖ –
  Gartner January 13, 2011
• ―By 2015, more than 50 percent of organizations that manage
  innovation processes will gamify those processes‖ – Gartner Press
  Release Headline April 12, 2011
• ―Enterprise architects, CIOs and IT planners must be aware of, and
  lead, the business trend of gamification, educate their business
  counterparts and collaborate in the evaluation of opportunities within
  the organization.‖ – Brian Burke, Gartner Analyst

                                    21
• Sovereign power functions according to the
  exercise of the power of a sovereign on the body
  of a subject.
• Disciplinary power is a sort of training that
  strives to produce subjects that have internalized
  power so that they come to regulate themselves
• Control power is about modulation or control of
  choice.
                          22
An individual’s movement is modulated by agents
entering into competition with one another in
games organized around particular sorts of goals.
While these games certainly have rules, power
here does not function through the force of the law
and its possible sanctions, but rather through
people electing to become participants in the
game.

                          23
• Gamification ≠ Game             • Gamification strives to regulate
  Theory                            human behavior by turning it
                                    into a game. Rather than
• Game Mechanics ≠ Core             merely disciplining people or
  Experience                        regulating their behavior
  – We are not building a game      through the threat of negative
                                    sanctions, people are here
• Using Gaming Mechanics            motivated to engage in certain
  to Increase Engagement,           sorts of behavior through the
  Satisfaction & Fun                transformation of this behavior
                                    into a type of competition.


                                 24
Cameras are used to
monitor drivers. If you
are driving under or at
the speed limit, you are
entered into a lottery. If
you win, you get the
money that drivers who
speed have had to pay
into the system.
                             25
26
27
Mihaly Csikszentmihalyi - noted
 for both his work in the study of
 happiness and creativity is best
 known as the architect of the
 notion of flow. He is the author of
 many books and over 120 articles
 or book chapters. He is described
 as the world's leading researcher
 on positive psychology.




28
Fixed ratio (FR) – schedules deliver reinforcement after
 every nth response
       Real-world example: Used car dealer gets a $1000
       bonus for each 10 cars sold on the lot.
 Variable ratio schedule (VR) – a reinforcement
 schedule in which the number of responses necessary to
 produce reinforcement varies from trial to trial
       Real-world example: slot machines or certain number
       of strokes to finish a hole in golf (most players cannot
       be sure how many strokes they will need when they
       start)
 Fixed interval (FI) – reinforced after every nth amount of
 time
       Real world example: washing machine cycle
 Variable interval (VI) – reinforced on an average every
 nth amount of time
       Real world example: checking your e-mail or pop
       quizzes

 Based on the works of B.F. Skinner

29
• Who is the player playing with? How can players find
  each other?
• How are they collaborating? How can they tell the
  quality / quantity of the collaboration?
• What are they collaborating on? How can players see
  their own progress and their groups progress on a
  common goal?
• What is their preferred social style? How do players
  prefer to interact with each other?

                             30
• When was the last time the player did something?
• How close are they to accomplishing a task?
• What is their preferred method of communication?
  Email, Notification, Phone Call?
• Who should be reminding them to reengage? The
  system, a fellow player, a computer controlled player?
• How often does a player reengage after a given
  reminder?


                              31
Unmeasurable / Non-
Measurable / Metrics                                 Metric
•   Engagement – How much attention are              •   Fun – How much fun are your
    your users giving to your process / product /
    program?
                                                         users having using your process /
•   Influence – How much influence do you                product / program
    have over the choices your users are             •   Revenue – How much money are
    making
                                                         you collecting from people using
•   Loyalty – How frequently will a users return
    to your product over your competitors
                                                         your process / product / program
•   UGC – User Generated Content. How much           •   Search Engine Optimization:
    content are your users generating about              How easy is it for users to find
    your process / product / program
                                                         your process / product / program
•   Time Spent – How much time are your
    users spending doing activities in your
                                                         above those of a competitor
    process / product / program?
•   Virality – How much are your users talking
    about your process / product / program          32
33
Collaboration platforms allow people to be
recognized for things they’ve done.
Example: An employee points another employee
to a document and a presentation. A public thanks
is given and that the worker that answered the
question builds her reputation. This connection
and collaboration is formally recorded on
employee profile on the portal
                         34
Once employee ratings are established official program and project
recognition is awarded for collaboration and meeting challenges.
Bragging rights and peer respect are codified in the community.
Projects identify challenges they will solve and regularly give out
awards for overcoming these challenges. These awards are something
that can be placed on the desk as well as on the employee’s profile on
the Portal. Employees start to compete for badges and recognition.
Example: The DERF I project will have 10 bronze, 4 silver, and 1 gold
Client Interactions. Admittance to the DERF I project will qualify you to
compete for one of the DERF Program’s Platinum Client Interactions
with the VP’s and Director stake holders. Additionally 5 of any awards
are equal to the next level up.
                                     35
Badges become assets needed to get the right to serve on
a project. Projects and programs end up with payouts by
offering badges for the experience learned on the project.
Badges set the criteria for project selection.
Example: The DERF II project requires a Project Architect
with 5 Conceptual Architecture Badges and 5 Client
Interaction Badges rated silver or above and one Platinum
Client Interaction Badge.


                              36
Employees and trade skill shortages and credits. The
organization adjusts skills and capabilities and has the
analytics to see work develop.
Example: You approach a fellow co-worker to help you on
a project because you are short 1 badge to work the
challenge and receive the badges associated with them.
She loans you a badge, and you loan her another badge
for her project. This trade is recorded and reported on the
corporate portal. Mentoring relationships are a
formalization of an ongoing trade relationship.
                              37
38
Name Ted Tschopp
               Job Title Information Technology Specialist IV
           Organization ITBI > CSPC > ETAE > Portfolio & Project Architecture
              Manager Situ Ramaswamy

                           Active /
                                         Level (N/J/X/M)                        Mentor               Mentoring
                  Role     Inactive
       Project Architect    Active     Novice                  Situ Ramaswamy                          - None-
      Systems Engineer     Inactive    eXpert                  Greg Goldasich
   Integration Engineer    Inactive    eXpert                  Tanmey Hoshing
 Application Developer     Inactive    Master                  Professor Clausen, Professor Bell   Jonathan Watson
                Director   Inactive    Journeyman              Michael De Vere                      Vanessa Ericson
               Manager     Inactive    Journeyman              Michael De Vere                       Kevin McClure
        Project Analyst    Inactive    eXpert                  Darren Atkins                         Bryan Ogawa
           Data Analyst    Inactive    eXpert                  Darren Atkins                         Tom Janetzke
Database Administrator     Inactive    eXpert                  Jeff Bystrom                           John Howell




                                                       39
Validation
                                                         (Training, Certification, Peer,   Experience
                             Skills    Level (N/J/X/M)        project Work, Self)            (Years)
                               .NET          eXpert                  T,P,W                     7
                                Java         eXpert                  T,P,W                     7
                               Web          Master                   T,P,W                     15
           Rational Unified Process       Journeyman                 T,P,W                     3
                System Engineering        Journeyman                 T,P,W                     5
                 Computer Science           Master                  C, P, W                    22
           Computer Programming             Master                  T,C,P,W                    26
      Physical Project Architecture         Master                    P,W                      15
       Logical Project Architecture         Master                    P,W                      10
   Project Integration Architecture         Master                    P,W                      10
Enterprise Integration Architecture       Journeyman                  P,W                      6
           Conceptual Architecture        Journeyman                  P,W




                                             40
41
42
•   Architecture – Knowledgeable
•   Engineering – eXpert
•   Consulting – Master
•   Analysis – Master
•   Systems Design - Master
•   Systems Implementation - Master
•   Leading Edge Technology – Knowledgeable
•   Business Process – Knowledgeable

•   IT Education/Certification/Training –
    Knowledgeable
•   IT Industry Experience – Master
•   Utility Industry Experience – Knowledgeable
•   Specialized IT Knowledge –eXpert


                                                  43
―By 2015, more than 50 percent of organizations that manage
innovation processes will gamify those processes‖




                                44
Level     Name
Level 1
Level 2
Level 3
Level 4               4
                      3
                      2
                      1
                 45
#   Behavior                          Level Associated   Reward   Notes

1   Asking Questions                                     1

2   Answering Questions                                  2

3   Attend Meeting

4   Attend 4 Meetings in a Row

5   Facilitate a Meeting

6   Presentation to Meeting

7   External Presentation / Meeting

8   Mentor New Member

9   Project Consultation


                                               46
#   Reward                   Cost        Scarcity   Notes
1   AED CoC Lunch
2   Free Book
3   Access to Safari Books                    10    Resource is
    from O’Riely                                    scarce, if all
4   Attend a Conference                        1    taken, people
                                                    must bid
5   Gartner License                            5




                                    47
48
Behavioral                                                                                                                            Feedback                                                                        Progression




                                                                                                                                                                                                                                                                    Cascading Information Theory
                                                                         Community Collaboration
                           Behavioral Momentum
                                                 Blissful Productivity




                                                                                                                                                                                                                                                                                                                                 Reward Schedules
                                                                                                                                           Infinite Gameplay




                                                                                                                                                                                                              Urgent Optimism


                                                                                                                                                                                                                                           Appointments




                                                                                                                                                                                                                                                                                                                                                    Achievements
                                                                                                                                                               Loss Aversion
                                                                                                               Epic Meaning




                                                                                                                                                                                                                                                                                                            Countdown




                                                                                                                                                                                                                                                                                                                                                                                     Progression
                                                                                                                                                                                         Ownership
                                                                                                                              Free Lunch
                                                                                                   Discovery




                                                                                                                                                                                                                                                          Bonuses


                                                                                                                                                                                                                                                                                                   Combos
                                                                                                                                                                               Lottery




                                                                                                                                                                                                                                                                                                                        Quests
                                                                                                                                                                                                                                Virality




                                                                                                                                                                                                                                                                                                                                                                            Points
                                                                                                                                                                                                     Status




                                                                                                                                                                                                                                                                                                                                                                   Levels
           Boosts
           Engagement          x                     x                       x                      x            x              x             x                  x              x         x           x          x               x           x             x              x                         x        x           x          x                 x             x        x         x
              Influence        x                                             x                      x            x              x             x                  x              x         x           x                                      x             x              x                         x        x           x          x                 x             x        x         x
                 Loyalty       x                                                                    x            x              x             x                  x              x         x           x                          x                                        x                                              x          x                 x             x        x         x
User Generated Content                                                                                                                                                                    x           x                          x                         x                                                             x          x                 x                      x         x
            Time Spent         x                                             x                      x            x                            x                  x              x         x           x                                      x             x              x                         x                    x          x                 x             x        x         x
                Virality                                                     x                                                  x                                x              x         x           x                          x                         x                                        x                    x          x                               x        x
                    Fun                                                                             x            x              x             x                  x              x                     x          x                                         x                                                 x           x          x                 x             x        x         x
               Revenue         x                                                                                                x             x                                 x         x           x                          x                                                                                       x          x
             Findability                                                                                                                                                                  x           x                          x                                                                                       x          x                 x
   Personality
              Achievers        x                     x                       x                      x            x              x             x                  x              x         x           x                          x           x             x              x                         x        x           x          x                 x             x        x         x
              Explorers        x                     x                       x                      x            x              x                                x              x         x                      x                           x             x              x                         x        x           x          x                 x             x        x
             Socializers       x                     x                       x                                   x              x                                               x         x           x                          x           x             x              x                         x
                 Killers       x                     x                                                           x              x             x                                 x         x           x          x               x                         x              x                         x        x           x          x                 x             x        x         x
                                                                                                                                                                                         49
Player Re-           Visible
Engagemen          Progress +
     t              Reward




Social Call        Motivating
 to Action          Emotion



              50
51
• By combining game mechanics in a manner
  that cascades them together and moves the
  ―player‖ from being a novice to a master taking
  into account “players” skill level, the desired
  outcome, and their personality types.




                          52
• Game Mechanics are constructs of rules and
  feedback loops intended to produce enjoyable
  game play. They are the building blocks that can
  be applied and combined to Gamify any non-
  game context.




                         53
Killers         Achievers
• Player        • World
  Focused         focused
• Actor         • Actor




Socializer      Explorers
• Player        • World
  Focused         Focused
• Interactor    • Interactor




               54
Griefers        Politicians
• Implicit      • Explicit
• Actor         • Actor




Friends         Networkers
• Implicit      • Explicit
• Interactor    • Interactor




               55
•   Vision: What is our vision for this project? What is the key benefit? Where
    is the fun?
•   Play style: Who is playing? Who are they playing with? What’s their
    primary play style? What social actions do they find engaging? Why?
•   Mastery: What is the core activity & feedback system? What are players
    optimizing? What skills are they learning? What journey are they on?
    What’s driving them to keep playing? What does it mean to ―Play Well?‖
•   Progress: How will you ―Light the way‖ towards mastery? How will players
    know how to get started, and what to do? How will they know if they’re
    playing well or poorly?
•   Engagement: What activities and events will re-engage players throughout
    their lifecycle? How do these activities leverage core social actions?

                                         56
•   Changing the Game - By: David Edery and Ethan Mollick
•   Fun Inc.: Why Gaming Will Dominate the Twenty-First Century - By: Tom Chatfield (Nov 15, 2010)
•   Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests -
    By: Gabe Zichermann and Joselin Linder (Mar 29, 2010)
•   Gamification by Design - By: Gabe Zichermann (coming out in 2011)
•   Reality Is Broken: Why Games Make Us Better and How They Can Change the World - By: Jane
    McGonigal (Jan 20, 2011)
•   Rock, Paper, Scissors: Game Theory in Everyday Life - By: Len Fisher (Nov 4, 2008)
•   Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and
    Businesses Compete - By: Byron Reeves and J. Leighton Read (Nov 2, 2009)
•   Game On: Energize Your Business with Social Media Games - By: Jon Radoff (April, 2011)




                                                  57
•   Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience - By: Christian
    Crumlish and Erin Malone
•   Designing for the Social Web - By: Joshua Porter
•   Finite and Infinite Games: A Vision of Life as Play and Possibility - By: James P. Carse
•   Nudge: Improving Decisions About Health, Wealth, and Happiness - By: Richard H. Thaler and Cass R. Sunstein
    (Feb 24, 2009)
•   Persuasive Games: The Expressive Power of Videogames - By: Ian Bogost (Sep 30, 2010)
•   Persuasive Technology: Using Computers to Change What We Think and Do - By: B.J. Fogg
•   Play: How it Shapes the Brain, Opens the Imagination, and Invigorates the Soul - By: M.D. Stuart Brown and
    Christopher Vaughan
•   Predictably Irrational: The Hidden Forces That Shape Our Decisions - By: Dan Ariely (Apr 27, 2010)
•   Building Social Web Applications: Establishing Community at the Heart of Your Site - By: Gavin Bell
•   The Upside of Irrationality: The Unexpected Benefits of Defying Logic at Work and at Home - By: Dan Ariely (Jun
    1, 2010)
•   Building Web Reputation Systems - By: Randy Farmer and Bryce Glass




                                                            58
•   A Theory of Fun for Game Design - By: Raph Koster (Nov 6, 2004)
•   Challenges for Game Designers - By: Brenda Brathwaite and Ian Schreiber
•   Creating Games: Mechanics, Content and Technology - By: Morgan McGuire
•   David Perry on Game Design: A Brainstorming ToolBox - By: David Perry and Rusel
    DeMaria (Mar 24, 2009)
•   Game Feel: A Game Designer's Guide to Virtual Sensation - By: Steve Swink
•   Level Up!: The Guide to Great Video Game Design - By: Scott Rogers
•   Rules of Play: Game Design Fundamentals - By: Katie Salen and Erin Zimmerman
•   The Art of Game Design: A Book of Lenses - By: Jesse Schell (Aug 18, 2008)
•   The Art of Game Design: A Deck of Lenses - By: Jesse Schell




                                           59
•   Digital Game-Based Learning - By: Marc Prensky
•   Don't Bother Me Mom – I’m Learning! - By: Marc Prensky
•   Good Video Games and Good Learning - By: James Paul Gee
•   How Computer Games Help Children Learn - By: David Williamson Shaffer
•   Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in
    e-Learning and Other Educational Experiences - By: Clark Aldrich
•   Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction -
    By: Clark Aldrich
•   Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America -
    By: Allan Collins and Richard Halverson
•   Teaching Digital Natives: Partnering for Real Learning - By: Marc Prensky
•   The World Is Open: How Web Technology Is Revolutionizing Education - By: Curtis J. Bonk
•   What Video Games Have to Teach Us About Learning and Literacy - By: James Paul Gee




                                                   60
• Gamestorming: A Playbook for Innovators, Rulebreakers, and
  Changemakers - By: Dave Gray, Sunni Brown and James Macanufo
• Got Game: How the Gamer Generation Is Reshaping Business
  Forever - By: John C. Beck and Mitchell Wade
• Serious Games: Games That Educate, Train, and Inform - By: David
  Michael and Sande Chen
• The Complete Guide to Simulations and Serious Games: How the
  Most Valuable Content Will be Created in the Age Beyond
  Gutenberg to Google - By: Clark Aldrich



                                 61
•   Achievements                    •   Infinite Gameplay
•   Appointments                    •   Levels
•   Behavioral Momentum             •   Loss Aversion
•   Blissful Productivity           •   Lottery
•   Bonuses                         •   Ownership
•   Cascading Information Theory    •   Points
•   Combos                          •   Progression
•   Community Collaboration         •   Quests
•   Countdown                       •   Reward Schedules
•   Discovery                       •   Status
•   Epic Meaning                    •   Urgent Optimism
•   Free Lunch                      •   Virality


                                   62
Type    Progression

         Boosts    Engagement, Loyalty, Time Spent,
                   Influence, Fun, Findability, User
                   Generated Content
     Personality   Achievers, Explorers, Killers
          Types
       See Also:   Points, Levels, Game Design

     Description   Achievements are a virtual or
                   physical representation of having
                   accomplished something.
                   Achievements can be easy, difficult,
                   surprising, funny, accomplished
                   alone or as a group. Achievements
                   are a way to give players a way to
                   brag about what they've done
                   indirectly as well as add challenge
                   and character to a game.
                   Achievements are often considered
                   "locked" until you have met the
                   series of tasks that are required to
                   "unlock" the Achievement
63
Type    Feedback
         Boosts    Engagement, Time Spent,
                   Influence
     Personality   Achievers, Explorers, Socializers
          Types
       See Also:   Game Design
     Description   Appointment Dynamics are game
                   dynamics in which at a
                   predetermined times/place a user
                   must log-in or participate in game,
                   for positive effect




64
Type    Behavioral
         Boosts    Engagement, Loyalty, Revenue,
                   Influence, Time Spent
     Personality   Achievers, Explorers,
          Types    Socializers, Killers
       See Also:   Blissful Productivity, Infinite
                   Gameplay, Epic Meaning
     Description   Behavioral Momentum is the
                   tendency of players to keep doing
                   what they have been doing.




65
Type    Behavioral
         Boosts    Engagement
     Personality   Achievers, Explorers,
          Types    Socializers, Killers
       See Also:   Behavioral Momentum, Community
                   Collaboration, Urgent Optimism
     Description   The idea that playing in a game
                   makes you happier working hard,
                   than you would be relaxing.
                   Essentially, we’re optimized as
                   human beings by working hard, and
                   doing meaningful and rewarding
                   work.




66
Type    Behavioral
         Boosts    Engagement, Influence, Time
                   Spent, Virility, Fun, User Generated
                   Content
     Personality   Achievers, Explorers,
          Types    Socializers, Killers
       See Also:   Behavioral Momentum, Community
                   Collaboration, Urgent Optimism
     Description   Bonuses are a reward after having
                   completed a series of challenges or
                   core functions. Can be from
                   completing a Combo or just for a
                   specific special task. Also see:
                   Mega Bonuses.




67
Type    Feedback
         Boosts    Engagement, Loyalty, Influence,
                   Time Spent
     Personality   Achievers, Explorers,
          Types    Socializers, Killers
       See Also:   Appointments, Quests
     Description   The theory that information should
                   be released in the minimum
                   possible snippets to gain the
                   appropriate level of understanding
                   at each point during a game
                   narrative.




68
Type    Feedback
         Boosts    Engagement, Influence, Time
                   Spent, Virality
     Personality   Achievers, Explorers,
          Types    Socializers, Killers
       See Also:   Bonuses, Quests
     Description   Combos are used often in games
                   to reward skill through doing a
                   combination of things. This also
                   can add excitement or incentivize
                   doing another action after already
                   having completed one. The
                   successful completion of a combo
                   usually comes with the reward of a
                   bonus




69
Type    Behavioral
         Boosts    Engagement, Influence, Time
                   Spent, Virality
     Personality   Achievers, Explorers,
          Types    Socializers
       See Also:   Blissful Productivity, Behavioral
                   Momentum, Game Design
     Description   The game dynamic wherein an
                   entire community is rallied to work
                   together to solve a riddle, a
                   problem or a challenge. Immensely
                   viral and very fun.




70
Type    Behavioral
         Boosts    Engagement, Fun, Influence
     Personality   Achievers, Explorers,
          Types    Killers
       See Also:   Blissful Productivity, Behavioral
                   Momentum, Game Design
     Description   The dynamic in which players are
                   only given a certain amount of time
                   to do something. This will create an
                   activity graph that causes
                   increased initial activity increasing
                   frenetically until time runs out,
                   which is a forced extinction.




71
Type    Behavioral
         Boosts    Engagement, Loyalty, Influence,
                   Time Spent, Fun
     Personality   Explorers, Achievers
          Types
       See Also:   Epic Meaning, Game Design
     Description   Also called Exploration, players
                   love to discover something, to be
                   surprised. This also can be seen in
                   the Game Feature, Discovery.
                   Discovery encourages players to
                   discover new pages within a
                   website. This drives up page views
                   and time-on-site.




72
73
User
Progression   Feedback   Behavioral   Influence   Loyalty   Generated   Time Spent   Virality    Fun   Revenue   SEO   Achievers   Explorers   Socializers   Killers
                                                             Content




                                                                                                                         Personality
         Type                                                       Benefits
                                                                                                                            Type

                                                                                            74

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The Future of Collaboration

  • 1.
  • 2. 1. Think about systems 2. Willingness to Learn 3. Willingness to Change 4. Willingness to Grow 5. Willingness to Develop Trust 6. Communication 7. Valuing Risk and Tolerating Failure Competencies, Qualities And Attributes Required For Collaborative Working – Clare Cooper 2
  • 3. Coming together is a beginning; keeping together is progress; working together is success. – Henry Ford 3
  • 4. 4
  • 5. • 1614: The white king commands his owne knight into the third house before his owne bishop. • 1750: K. knight to His Bishop's 3d. • 1837: K.Kt. to B.third sq. • 1848: K.Kt. to B's 3rd. • 1859: K. Kt. to B. 3d. • 1874: K Kt to B3 • 1889: KKt -B3 • 1904: Kt-KB3 • 1946: N-KB3 • 1980: Nf3 5
  • 6. 1B,2B, 3B, A, AB, AB/HR, BA, BB, BB, BB/9, BB/K, BF, BK, BS, CERA, CG, CI, BsR, BABIP, DIPS, FIP, CS, DI, DICE, DP, E, ER, ERA, ERA+, FC, FP, FPOM, G, G, G/F, GB, GDP, GF, xFIP, EQA, FBV, LIPS, GIDP, GO/AO, GPA, GS, GS, GS, H, H, OPS, PECOTA, PERA, H/9, HB, HBP, HLD (or H), HR, HRA, IBB, IBB, INN, IP, IP/GS, IR, IRA, K, K, K/9, NERD, TPR, BFW, TIP, K/BB, L, LOB, OBA, OBP, PA, PB, PIT, PO, QS, R, R.R.A, RA, RBI, RC, RF, PW, UZR, VORP, RISP, RP, SB, SB%, SF, SH, SHO, SLG, SO, SV, SVO, TA, TB, TC, TOB, TP, W, wOBA, WAR WHIP, WP, XBH, XR 6
  • 7. • 4 Million in the Middle East • 15 Million in Australia (71%) (1%) • 17 Million in South Korea • 10 Million in Russia (7%) (35%) • 105 Million in India (9%) • 100 Million in Europe (11.7%) • 10 Million in Vietnam (11.5%) • 200 Million in China (15%) • 10 Million in Mexico (9.3%) • 183 Million in the United States • 13 Million in Central and (60% of the population) Southern America (3%) 7 Stats from: Reality is Broken which references 11 different studies
  • 8. • Average Age: 34 years • Average Experience: 12 years • Sex: Male: 60% Female: 40% • 19 Million are playing 20+ hours a week • 44% are playing online / multiplayer 8
  • 9. The Fifth Generation History World of Warcraft • Generation 1 - The Mainframe • Average Player – 1974: Mazewar - First Multiplayer Online Game – 1978: MUD1 – Roy Trubshaw & Richard Bartle – Plays 3.5 nights a week • Generation 2 - The Online Modem Services – 1985: Islands of Kesmai on Compuserve – Plays for 3 hours at a time – – 1985: Habitat by Lucasfilm 1991: Neverwinter Nights by America Online • Launched in Q4 2004 with 1.5 – 1992: The Shadows of Yserbius by Sierra Online million subscribers – 1993: The Fates of Twinion by Sierra Online – 1994: The Ruins of Cawdor by Sierra Online • 2010 12 million subscribers • Generation 3 – The Internet – 1996: Meridian 59 by 3DO • Last Quarter: 11.4 million – 1996: The Realm Online by Sierra Online • Generation 4 – Popularization • 624,750,000 hours played and – 1996: Nexus: The Kingdom of Wind by Nexon recorded – 1997: Ultima Online by Origin Systems – 1999: Everquest by Sony 9
  • 10. • Founded 2007 – Privately held • 600 employees • $850 million Revenue in 2010. Valued a 8 Billion. • 27 active games on their platform. 20 Games have been retired. • 250 million active players • 70 minutes a week of play • 730,000,000 hours of game play observed & recorded 10
  • 11. • Idea 1: Storage is getting Cheaper • Idea 2: Games Stats are being recorded at an increasing rate • Idea 3: The Number of Players is increasing • Storage Space + Games Recorded + Players = Gaming Is No Longer An Art 11
  • 12. 12
  • 13. 13
  • 14. 14
  • 15. 15
  • 16. 16
  • 17. 17
  • 18. • The Average Gamer has spent 2,500 hours of his life playing video games • The Hard Core Gamer has played 12,500 hours of his life playing video games • This sort of data collection and analysis by psychologists, sociologists, and economists has been going on now for about 10 years • ―…ten thousand hours of practice is required to achieve the level of mastery associated with being a world-class expert — in anything. In study after study, of composers, basketball players, fiction writers, ice skaters, concert pianists, chess players, master criminals, and what have you, this number comes up again and again. Ten thousand hours is the equivalent to roughly three hours per day, or twenty hours per week, of practice over ten years‖ – Daniel Levitin This is your Brain on Music • What Are These Companies Getting Good At? • What Are These People Getting Good At? 18
  • 19. 1. Challenges are to be met and overcome 2. Challenges are to be met with relentless optimism by focusing our energies on them 3. Work must have clear success factors, be hands on, and outcomes of success known 4. You must eliminate the fear of failure. This improves overall chance of success 5. Build strong social connections and networks. Build prosocial activities 6. Become a part of something bigger and more epic than an individuals actions Source: Reality is Broken by Jane McGonigal,Ph.D, Director of Game R&D at the Institute of the Future 19
  • 20. Making Work Fun and Effective 20
  • 21. • ―We suggest a short list of technologies that we recommend that CIOs should make time to see and experience themselves [in 2011]… Play with Examples of the Rising Gamification Trend‖ – Gartner January 13, 2011 • ―By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes‖ – Gartner Press Release Headline April 12, 2011 • ―Enterprise architects, CIOs and IT planners must be aware of, and lead, the business trend of gamification, educate their business counterparts and collaborate in the evaluation of opportunities within the organization.‖ – Brian Burke, Gartner Analyst 21
  • 22. • Sovereign power functions according to the exercise of the power of a sovereign on the body of a subject. • Disciplinary power is a sort of training that strives to produce subjects that have internalized power so that they come to regulate themselves • Control power is about modulation or control of choice. 22
  • 23. An individual’s movement is modulated by agents entering into competition with one another in games organized around particular sorts of goals. While these games certainly have rules, power here does not function through the force of the law and its possible sanctions, but rather through people electing to become participants in the game. 23
  • 24. • Gamification ≠ Game • Gamification strives to regulate Theory human behavior by turning it into a game. Rather than • Game Mechanics ≠ Core merely disciplining people or Experience regulating their behavior – We are not building a game through the threat of negative sanctions, people are here • Using Gaming Mechanics motivated to engage in certain to Increase Engagement, sorts of behavior through the Satisfaction & Fun transformation of this behavior into a type of competition. 24
  • 25. Cameras are used to monitor drivers. If you are driving under or at the speed limit, you are entered into a lottery. If you win, you get the money that drivers who speed have had to pay into the system. 25
  • 26. 26
  • 27. 27
  • 28. Mihaly Csikszentmihalyi - noted for both his work in the study of happiness and creativity is best known as the architect of the notion of flow. He is the author of many books and over 120 articles or book chapters. He is described as the world's leading researcher on positive psychology. 28
  • 29. Fixed ratio (FR) – schedules deliver reinforcement after every nth response Real-world example: Used car dealer gets a $1000 bonus for each 10 cars sold on the lot. Variable ratio schedule (VR) – a reinforcement schedule in which the number of responses necessary to produce reinforcement varies from trial to trial Real-world example: slot machines or certain number of strokes to finish a hole in golf (most players cannot be sure how many strokes they will need when they start) Fixed interval (FI) – reinforced after every nth amount of time Real world example: washing machine cycle Variable interval (VI) – reinforced on an average every nth amount of time Real world example: checking your e-mail or pop quizzes Based on the works of B.F. Skinner 29
  • 30. • Who is the player playing with? How can players find each other? • How are they collaborating? How can they tell the quality / quantity of the collaboration? • What are they collaborating on? How can players see their own progress and their groups progress on a common goal? • What is their preferred social style? How do players prefer to interact with each other? 30
  • 31. • When was the last time the player did something? • How close are they to accomplishing a task? • What is their preferred method of communication? Email, Notification, Phone Call? • Who should be reminding them to reengage? The system, a fellow player, a computer controlled player? • How often does a player reengage after a given reminder? 31
  • 32. Unmeasurable / Non- Measurable / Metrics Metric • Engagement – How much attention are • Fun – How much fun are your your users giving to your process / product / program? users having using your process / • Influence – How much influence do you product / program have over the choices your users are • Revenue – How much money are making you collecting from people using • Loyalty – How frequently will a users return to your product over your competitors your process / product / program • UGC – User Generated Content. How much • Search Engine Optimization: content are your users generating about How easy is it for users to find your process / product / program your process / product / program • Time Spent – How much time are your users spending doing activities in your above those of a competitor process / product / program? • Virality – How much are your users talking about your process / product / program 32
  • 33. 33
  • 34. Collaboration platforms allow people to be recognized for things they’ve done. Example: An employee points another employee to a document and a presentation. A public thanks is given and that the worker that answered the question builds her reputation. This connection and collaboration is formally recorded on employee profile on the portal 34
  • 35. Once employee ratings are established official program and project recognition is awarded for collaboration and meeting challenges. Bragging rights and peer respect are codified in the community. Projects identify challenges they will solve and regularly give out awards for overcoming these challenges. These awards are something that can be placed on the desk as well as on the employee’s profile on the Portal. Employees start to compete for badges and recognition. Example: The DERF I project will have 10 bronze, 4 silver, and 1 gold Client Interactions. Admittance to the DERF I project will qualify you to compete for one of the DERF Program’s Platinum Client Interactions with the VP’s and Director stake holders. Additionally 5 of any awards are equal to the next level up. 35
  • 36. Badges become assets needed to get the right to serve on a project. Projects and programs end up with payouts by offering badges for the experience learned on the project. Badges set the criteria for project selection. Example: The DERF II project requires a Project Architect with 5 Conceptual Architecture Badges and 5 Client Interaction Badges rated silver or above and one Platinum Client Interaction Badge. 36
  • 37. Employees and trade skill shortages and credits. The organization adjusts skills and capabilities and has the analytics to see work develop. Example: You approach a fellow co-worker to help you on a project because you are short 1 badge to work the challenge and receive the badges associated with them. She loans you a badge, and you loan her another badge for her project. This trade is recorded and reported on the corporate portal. Mentoring relationships are a formalization of an ongoing trade relationship. 37
  • 38. 38
  • 39. Name Ted Tschopp Job Title Information Technology Specialist IV Organization ITBI > CSPC > ETAE > Portfolio & Project Architecture Manager Situ Ramaswamy Active / Level (N/J/X/M) Mentor Mentoring Role Inactive Project Architect Active Novice Situ Ramaswamy - None- Systems Engineer Inactive eXpert Greg Goldasich Integration Engineer Inactive eXpert Tanmey Hoshing Application Developer Inactive Master Professor Clausen, Professor Bell Jonathan Watson Director Inactive Journeyman Michael De Vere Vanessa Ericson Manager Inactive Journeyman Michael De Vere Kevin McClure Project Analyst Inactive eXpert Darren Atkins Bryan Ogawa Data Analyst Inactive eXpert Darren Atkins Tom Janetzke Database Administrator Inactive eXpert Jeff Bystrom John Howell 39
  • 40. Validation (Training, Certification, Peer, Experience Skills Level (N/J/X/M) project Work, Self) (Years) .NET eXpert T,P,W 7 Java eXpert T,P,W 7 Web Master T,P,W 15 Rational Unified Process Journeyman T,P,W 3 System Engineering Journeyman T,P,W 5 Computer Science Master C, P, W 22 Computer Programming Master T,C,P,W 26 Physical Project Architecture Master P,W 15 Logical Project Architecture Master P,W 10 Project Integration Architecture Master P,W 10 Enterprise Integration Architecture Journeyman P,W 6 Conceptual Architecture Journeyman P,W 40
  • 41. 41
  • 42. 42
  • 43. • Architecture – Knowledgeable • Engineering – eXpert • Consulting – Master • Analysis – Master • Systems Design - Master • Systems Implementation - Master • Leading Edge Technology – Knowledgeable • Business Process – Knowledgeable • IT Education/Certification/Training – Knowledgeable • IT Industry Experience – Master • Utility Industry Experience – Knowledgeable • Specialized IT Knowledge –eXpert 43
  • 44. ―By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes‖ 44
  • 45. Level Name Level 1 Level 2 Level 3 Level 4 4 3 2 1 45
  • 46. # Behavior Level Associated Reward Notes 1 Asking Questions 1 2 Answering Questions 2 3 Attend Meeting 4 Attend 4 Meetings in a Row 5 Facilitate a Meeting 6 Presentation to Meeting 7 External Presentation / Meeting 8 Mentor New Member 9 Project Consultation 46
  • 47. # Reward Cost Scarcity Notes 1 AED CoC Lunch 2 Free Book 3 Access to Safari Books 10 Resource is from O’Riely scarce, if all 4 Attend a Conference 1 taken, people must bid 5 Gartner License 5 47
  • 48. 48
  • 49. Behavioral Feedback Progression Cascading Information Theory Community Collaboration Behavioral Momentum Blissful Productivity Reward Schedules Infinite Gameplay Urgent Optimism Appointments Achievements Loss Aversion Epic Meaning Countdown Progression Ownership Free Lunch Discovery Bonuses Combos Lottery Quests Virality Points Status Levels Boosts Engagement x x x x x x x x x x x x x x x x x x x x x x x x Influence x x x x x x x x x x x x x x x x x x x x x Loyalty x x x x x x x x x x x x x x x x x User Generated Content x x x x x x x x x Time Spent x x x x x x x x x x x x x x x x x x x Virality x x x x x x x x x x x x x Fun x x x x x x x x x x x x x x x x Revenue x x x x x x x x x Findability x x x x x x Personality Achievers x x x x x x x x x x x x x x x x x x x x x x x Explorers x x x x x x x x x x x x x x x x x x x x Socializers x x x x x x x x x x x x x Killers x x x x x x x x x x x x x x x x x x x x 49
  • 50. Player Re- Visible Engagemen Progress + t Reward Social Call Motivating to Action Emotion 50
  • 51. 51
  • 52. • By combining game mechanics in a manner that cascades them together and moves the ―player‖ from being a novice to a master taking into account “players” skill level, the desired outcome, and their personality types. 52
  • 53. • Game Mechanics are constructs of rules and feedback loops intended to produce enjoyable game play. They are the building blocks that can be applied and combined to Gamify any non- game context. 53
  • 54. Killers Achievers • Player • World Focused focused • Actor • Actor Socializer Explorers • Player • World Focused Focused • Interactor • Interactor 54
  • 55. Griefers Politicians • Implicit • Explicit • Actor • Actor Friends Networkers • Implicit • Explicit • Interactor • Interactor 55
  • 56. • Vision: What is our vision for this project? What is the key benefit? Where is the fun? • Play style: Who is playing? Who are they playing with? What’s their primary play style? What social actions do they find engaging? Why? • Mastery: What is the core activity & feedback system? What are players optimizing? What skills are they learning? What journey are they on? What’s driving them to keep playing? What does it mean to ―Play Well?‖ • Progress: How will you ―Light the way‖ towards mastery? How will players know how to get started, and what to do? How will they know if they’re playing well or poorly? • Engagement: What activities and events will re-engage players throughout their lifecycle? How do these activities leverage core social actions? 56
  • 57. • Changing the Game - By: David Edery and Ethan Mollick • Fun Inc.: Why Gaming Will Dominate the Twenty-First Century - By: Tom Chatfield (Nov 15, 2010) • Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests - By: Gabe Zichermann and Joselin Linder (Mar 29, 2010) • Gamification by Design - By: Gabe Zichermann (coming out in 2011) • Reality Is Broken: Why Games Make Us Better and How They Can Change the World - By: Jane McGonigal (Jan 20, 2011) • Rock, Paper, Scissors: Game Theory in Everyday Life - By: Len Fisher (Nov 4, 2008) • Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete - By: Byron Reeves and J. Leighton Read (Nov 2, 2009) • Game On: Energize Your Business with Social Media Games - By: Jon Radoff (April, 2011) 57
  • 58. • Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience - By: Christian Crumlish and Erin Malone • Designing for the Social Web - By: Joshua Porter • Finite and Infinite Games: A Vision of Life as Play and Possibility - By: James P. Carse • Nudge: Improving Decisions About Health, Wealth, and Happiness - By: Richard H. Thaler and Cass R. Sunstein (Feb 24, 2009) • Persuasive Games: The Expressive Power of Videogames - By: Ian Bogost (Sep 30, 2010) • Persuasive Technology: Using Computers to Change What We Think and Do - By: B.J. Fogg • Play: How it Shapes the Brain, Opens the Imagination, and Invigorates the Soul - By: M.D. Stuart Brown and Christopher Vaughan • Predictably Irrational: The Hidden Forces That Shape Our Decisions - By: Dan Ariely (Apr 27, 2010) • Building Social Web Applications: Establishing Community at the Heart of Your Site - By: Gavin Bell • The Upside of Irrationality: The Unexpected Benefits of Defying Logic at Work and at Home - By: Dan Ariely (Jun 1, 2010) • Building Web Reputation Systems - By: Randy Farmer and Bryce Glass 58
  • 59. • A Theory of Fun for Game Design - By: Raph Koster (Nov 6, 2004) • Challenges for Game Designers - By: Brenda Brathwaite and Ian Schreiber • Creating Games: Mechanics, Content and Technology - By: Morgan McGuire • David Perry on Game Design: A Brainstorming ToolBox - By: David Perry and Rusel DeMaria (Mar 24, 2009) • Game Feel: A Game Designer's Guide to Virtual Sensation - By: Steve Swink • Level Up!: The Guide to Great Video Game Design - By: Scott Rogers • Rules of Play: Game Design Fundamentals - By: Katie Salen and Erin Zimmerman • The Art of Game Design: A Book of Lenses - By: Jesse Schell (Aug 18, 2008) • The Art of Game Design: A Deck of Lenses - By: Jesse Schell 59
  • 60. • Digital Game-Based Learning - By: Marc Prensky • Don't Bother Me Mom – I’m Learning! - By: Marc Prensky • Good Video Games and Good Learning - By: James Paul Gee • How Computer Games Help Children Learn - By: David Williamson Shaffer • Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences - By: Clark Aldrich • Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction - By: Clark Aldrich • Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America - By: Allan Collins and Richard Halverson • Teaching Digital Natives: Partnering for Real Learning - By: Marc Prensky • The World Is Open: How Web Technology Is Revolutionizing Education - By: Curtis J. Bonk • What Video Games Have to Teach Us About Learning and Literacy - By: James Paul Gee 60
  • 61. • Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers - By: Dave Gray, Sunni Brown and James Macanufo • Got Game: How the Gamer Generation Is Reshaping Business Forever - By: John C. Beck and Mitchell Wade • Serious Games: Games That Educate, Train, and Inform - By: David Michael and Sande Chen • The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google - By: Clark Aldrich 61
  • 62. • Achievements • Infinite Gameplay • Appointments • Levels • Behavioral Momentum • Loss Aversion • Blissful Productivity • Lottery • Bonuses • Ownership • Cascading Information Theory • Points • Combos • Progression • Community Collaboration • Quests • Countdown • Reward Schedules • Discovery • Status • Epic Meaning • Urgent Optimism • Free Lunch • Virality 62
  • 63. Type Progression Boosts Engagement, Loyalty, Time Spent, Influence, Fun, Findability, User Generated Content Personality Achievers, Explorers, Killers Types See Also: Points, Levels, Game Design Description Achievements are a virtual or physical representation of having accomplished something. Achievements can be easy, difficult, surprising, funny, accomplished alone or as a group. Achievements are a way to give players a way to brag about what they've done indirectly as well as add challenge and character to a game. Achievements are often considered "locked" until you have met the series of tasks that are required to "unlock" the Achievement 63
  • 64. Type Feedback Boosts Engagement, Time Spent, Influence Personality Achievers, Explorers, Socializers Types See Also: Game Design Description Appointment Dynamics are game dynamics in which at a predetermined times/place a user must log-in or participate in game, for positive effect 64
  • 65. Type Behavioral Boosts Engagement, Loyalty, Revenue, Influence, Time Spent Personality Achievers, Explorers, Types Socializers, Killers See Also: Blissful Productivity, Infinite Gameplay, Epic Meaning Description Behavioral Momentum is the tendency of players to keep doing what they have been doing. 65
  • 66. Type Behavioral Boosts Engagement Personality Achievers, Explorers, Types Socializers, Killers See Also: Behavioral Momentum, Community Collaboration, Urgent Optimism Description The idea that playing in a game makes you happier working hard, than you would be relaxing. Essentially, we’re optimized as human beings by working hard, and doing meaningful and rewarding work. 66
  • 67. Type Behavioral Boosts Engagement, Influence, Time Spent, Virility, Fun, User Generated Content Personality Achievers, Explorers, Types Socializers, Killers See Also: Behavioral Momentum, Community Collaboration, Urgent Optimism Description Bonuses are a reward after having completed a series of challenges or core functions. Can be from completing a Combo or just for a specific special task. Also see: Mega Bonuses. 67
  • 68. Type Feedback Boosts Engagement, Loyalty, Influence, Time Spent Personality Achievers, Explorers, Types Socializers, Killers See Also: Appointments, Quests Description The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative. 68
  • 69. Type Feedback Boosts Engagement, Influence, Time Spent, Virality Personality Achievers, Explorers, Types Socializers, Killers See Also: Bonuses, Quests Description Combos are used often in games to reward skill through doing a combination of things. This also can add excitement or incentivize doing another action after already having completed one. The successful completion of a combo usually comes with the reward of a bonus 69
  • 70. Type Behavioral Boosts Engagement, Influence, Time Spent, Virality Personality Achievers, Explorers, Types Socializers See Also: Blissful Productivity, Behavioral Momentum, Game Design Description The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun. 70
  • 71. Type Behavioral Boosts Engagement, Fun, Influence Personality Achievers, Explorers, Types Killers See Also: Blissful Productivity, Behavioral Momentum, Game Design Description The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction. 71
  • 72. Type Behavioral Boosts Engagement, Loyalty, Influence, Time Spent, Fun Personality Explorers, Achievers Types See Also: Epic Meaning, Game Design Description Also called Exploration, players love to discover something, to be surprised. This also can be seen in the Game Feature, Discovery. Discovery encourages players to discover new pages within a website. This drives up page views and time-on-site. 72
  • 73. 73
  • 74. User Progression Feedback Behavioral Influence Loyalty Generated Time Spent Virality Fun Revenue SEO Achievers Explorers Socializers Killers Content Personality Type Benefits Type 74

Editor's Notes

  1. This is Chess Notation
  2. These are Baseball Stats
  3. This does not take into accout non-video game players such as soccer, baseball, chess, etc…
  4. “Playing a game is the voluntary attempt to overcome unnecessary challenges” - Bernard Suits Distinguished Professor Emeritus focused on Philosophy of Games, Ethics, Aristotle
  5. TODO: Add more quotes from Gartner
  6. Control Power Example: Here the aim is not for the agent to internalize power. Rather, to understand control power we might imagine a square room with four doors. These doors only open two at a time and only at particular times. The agent is free to choose whatever door he might like to pass through, yet he choices are still modulated by the flow of doors opening and closing.
  7. Example: Carl, for example, imagined a gamification of the classroom with respect to attendance. In this game, rather than treating absence punitively by docking the player’s grade, the number of classes missed by absent students would then be added to the grade of those students that miss no class. Here class attendance might be increased by involving students in a game.
  8. TODO: More examples
  9. Good Games Have Different Goals for Each Level of InvolvementNovices need onboardingJourneymen need encouraging, experience, and educationExperts need fresh activities, content, and collaboration opportunitiesMasters need exclusive activities, access, and “Unlocks”
  10. TODO: Animate
  11. Time Based Patterns and systemsPacingAchievementProgression“Unlocks”Reward SchedulesDynamic Systems
  12. Mechanics: Levels – Manager 1, 2, 3; Project / Program Manager 1, 2, 3; Application Developer 1, 2, 3, 4; IT Specialist 1, 2, 3, 4, 5, 6; Gold, Silver, Bronze Safety HerosPoints – Paychecks, ACE pointsLeaderboards – Project Status ReportsBadges – Mission – Virtual GoodsPlayer Journey
  13. AchieversWinning, Creating, Challenging, Showing Off, CompareSocializersExpressing, Liking, Sharing, Helping, Commenting, Giving, GreetingExplorerViewing, Exploring, Voting, Rating, Curating, ReviewingKillerHarassing, Hacking, Cheating, Heckling, Taunting, Teasing