This document discusses gamification, which involves integrating game mechanics into non-game activities to motivate participation and engagement. It defines gamification and provides examples of how it can be used in business, education, health and social change. The document outlines game design elements like points, badges and leaderboards that motivate users. It also discusses challenges in ensuring gamification improves performance and doesn't just encourage rote behaviors. Overall, the document analyzes how gamification can be effectively applied, especially to address societal problems, by aligning incentives with goals.
Gamification: driving employee & customer loyalty, a telco scenarioAnietie Akpan
This document is a Gamification Strategy that I prepared for a telco firm.
Gamification is a competitive tool if deployed effectively. After reading this you should be able to reuse the concepts at your organization for engaging your employees and customers.
As the title says, my "Standard" gamification presentation that I have been using as my base deck during 2017 - also called Gamification in a Nutshell :)
Following on from my last set of Core Principles of Gamification, here is a new slide deck outlining what the difference between game mechanics is compared to gamification elements. It also provides the 52 gamification mechanics and elements to use in projects as well as the Periodic Table of Gamification Elements.
Organisations continue to search for the silver bullet that will deliver improved employee and customer engagement, facilitate more effective collaboration and drive innovation. Is "gamification" the answer, or is it just one more over-hyped and fashionable trend that promises much but delivers little? Gamification has indeed bubbled to the top of the Gartner hype cycle, but there is growing evidence that it is an effective business improvement change agent, with industry growth rates predicted to be 67% p.a. and a market worth £3.4 billion by 2018.
Gamification is about much more than simply rewarding points and badges, but rather understanding and influencing the human behaviours companies want to encourage among their employees and customers. Gamification is founded in the fundamentals of human psychology and behavioural science, and rests on three primary factors: motivation, ability level and triggers.
This session looks at some of the gamification strategies and techniques being used to influence behaviour change, and how these techniques can be used to facilitate more effective collaboration and employee/customer engagement.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
Gamification: driving employee & customer loyalty, a telco scenarioAnietie Akpan
This document is a Gamification Strategy that I prepared for a telco firm.
Gamification is a competitive tool if deployed effectively. After reading this you should be able to reuse the concepts at your organization for engaging your employees and customers.
As the title says, my "Standard" gamification presentation that I have been using as my base deck during 2017 - also called Gamification in a Nutshell :)
Following on from my last set of Core Principles of Gamification, here is a new slide deck outlining what the difference between game mechanics is compared to gamification elements. It also provides the 52 gamification mechanics and elements to use in projects as well as the Periodic Table of Gamification Elements.
Organisations continue to search for the silver bullet that will deliver improved employee and customer engagement, facilitate more effective collaboration and drive innovation. Is "gamification" the answer, or is it just one more over-hyped and fashionable trend that promises much but delivers little? Gamification has indeed bubbled to the top of the Gartner hype cycle, but there is growing evidence that it is an effective business improvement change agent, with industry growth rates predicted to be 67% p.a. and a market worth £3.4 billion by 2018.
Gamification is about much more than simply rewarding points and badges, but rather understanding and influencing the human behaviours companies want to encourage among their employees and customers. Gamification is founded in the fundamentals of human psychology and behavioural science, and rests on three primary factors: motivation, ability level and triggers.
This session looks at some of the gamification strategies and techniques being used to influence behaviour change, and how these techniques can be used to facilitate more effective collaboration and employee/customer engagement.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
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There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
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3. What is Gamification?
• Integrating game dynamics into a core activity or
non-game environments in order to
educate, change attitude or behavior and inspire
action.
• "taking the best ideas from games and applying
them to fields where they are not usually used”
[Gabe Zichermann]
• Core activities -- business
process, service, community of purpose, content
management, campaign management or product
use 3
4. Purpose
• Drive motivation, participation or
engagement.
• Education, change habits, attitudes and
behaviors and inspire action
30-day rule
4
5. What can we get out of it?
• The technique can encourage people to
perform chores that they ordinarily
consider boring, such as completing
surveys, employee
performance, training, remembering to take
medicine, or shopping.
• Activities are made more game-like (i.e.
fun, rewarding, desirable, etc.)
• We believe that it can also have loftier
ambitions like catalyzing social change.
5
6. More than a technology
• It is a capability
• Requires investments in:
– People (designers, developers, change
management)
– Process (methodology, performance)
– Technology (gaming platforms, analytics)
– Governance (policies and review)
6
8. What is a game?
• An environment
• A set of clear rules to win rewards & achieve
victory
• An objective for victory (a quest)
• A way to measure progress against ourselves and
others (scoring system)
• Many things in our lives are an implicit game:
– getting into a good college, landing a good job, finding
a significant other, and credit scores.
Source: Tim Chang, Mayfield fund 8
9. Not New
• We’ve had this for a long time:
– Frequent Flyer Miles
– Frequent Shopper Cards
• We’ve been engaging in it recently without
calling it Gamification
– Foursquare and “Check Ins”
– Wii Fit
– Progress Bars in Social Media Profiles
9
10. Categories of gamification
• Consumer Engagement (using game mechanics to
draw consumer attention and sell more goods
and services)
• Employee Incentives (using game mechanics for
more employee productivity or for employee
training, etc.)
• Collaborative work (to encourage teams to
discover solutions)
• Social Change (using game mechanics to
enact social change).
10
12. Why pay attention?
• There are more than a half a billion people
worldwide who play online games at least an
hour a day. Gaming is productive. It produces
positive emotion, stronger social relationships, a
sense of accomplishment, and for players who
are a part of a game community, a chance to
build a sense of purpose. I'm interested in
bringing this mindset to our real lives and efforts
to tackle the world's most urgent problems, from
curing cancer to slowing climate change.
— Game designer Jane McGonigal,
12
13. Generation G, Primed for games
• Currently more than half a billion people worldwide playing
online games at least an hour a day -- and 183 million in the
US alone.
• More than 230 million active users play Zynga’s games
• 97% of boys under 18 and 94% of girls under 18 report
playing videogames regularly.
• The average young person racks up 10,000 hours of gaming
by the age of 21. That's almost exactly as much time as they
spend in a classroom during all of middle school and high
school.
• 5 million gamers in the U.S are spending more than 40
hours a week playing games -- the same as a full time job!
13
14. Moral hazard problem
• If you reward people for doing something they
are not interested in, you de-motivate them in
the long run
• It's like giving kids a dollar for doing math
problems. They will do the math problems
because they like the money, but will become
conditioned to do it only for the money
-- Michael Wu, Researcher online behavior for
Lithium Technologies
14
15. Market
• Gamification market, currently estimated at around $100
million, will grow to more than $2.8 billion by 2016.
• The enterprise represents the largest vertical segment of the
gamification market, accounting for nearly a quarter of the
market.
• Top Gamification vendors are projecting 197% growth in
2012, up from 155% in 2011.
• Gamification vendors report that 47% of client implementations
are for user engagement, with brand loyalty accounting for 22%
and brand awareness 15%.
15
Source M2 Research
16. IT Stack
Users
Services
Behavioral
Gaming Change Layer
Social
Applications
Operating Systems
Hardware
16
17. Why does it work?
• Meaning
– Connect actions to personal goals
– Tells a story
• Mastery
– Learning is fun
– Scaffolding challenges
• Autonomy
– Play is voluntary
17
Sebastian Deterding Meaningful Play: Getting Gamification Right
19. What are game mechanics?
• They are principles, rules, and/or mechanisms
(much like mechanics in physics) that govern a
behavior through a system of
incentives, feedback, and rewards with
reasonably predictable outcome
Source: Micheal Wu 19
23. Motivation Triggers
• Personal
– You came back to this site 7 days in a row
• Within network
– You wrote more reviews than your friend
• Across networks
– You are the first to kill all enemies
Source: Badgeville White Paper
23
24. Behavior
• Uploading content
• Viewing a page
• Sharing an item
• Leaving comments
• Writing reviews
• Return visits to a site
• Watching videos
• Buying a product
• Adding an item to your shopping cart, or
• Any other behavior trackable with a click or mouse-
over
24
26. Gamification Advantages
• Accelerated feedback cycles.
• Clear goals and rules of play.
• A compelling narrative.
• Tasks that are challenging but achievable.
Source: Catherine Aurelio 26
27. Risks
• Poor execution
– It’s boring, it’s incompatible with your goal, etc. As a
result, at best it distracts your user; at worst it damages
your brand
• Mismanaging engagement
– In the “social” era, everyone believes that he or she is a
part owner of brands and content and they believe they
have a vested interest in the direction of the brand
or content
– And every user engaged through gamification has a free
non-legal remedy if the engagement was mismanaged.
• Legal risks
27
28. Challenges
• Extrinsic rewards, like monetary bonuses, are
great at encouraging rote behavior
• They actually hinder performance for tasks
that require creativity
• People are motivated by three main things:
autonomy, mastery, and purpose
• Any ethical issues with behavior
manipulation?
28
29. Challenges
• Margaret Robertson: Can’t Play, Won’t Play
[2010]
“Gamification is an inadvertent con. It tricks
people into believing that there’s a simple way
to imbue their thing
(bank, gym, job, government, genital health
outreach program, etc) with the
psychological, emotional and social power of a
great game.”
• Exploitationware
29
31. Health
• Being healthy isn’t inherently fun per se, but
could be made more engaging and actionable if
it’s gamified, which starts with
• Measuring daily actions and decisions,
• Providing instant feedback and data back to
users,
• Adding interactivity and game-like mechanics
around this data to make health “playable” by
users.
Source: Tim Chang, Mayfields
31
35. Other Examples
• Sustainability - Nissan Myleaf
• Get fit : NextJump
• Financial – Mint.com
• Save the planet: RecycleBank
• Make research and evangelism count:
Crowdtap
• The biggest loser
35
36. Common across good use
• Applying principles of game design to non-
game activities can be done
carefully, artfully, and with wonderful results
• Necessary condition: your
brand, product, service has to make users
better at something
• Just make people better at something they
want to be better at. Kathy Sierra
36
38. Capabilities Supported
• Game mechanics
• Social fabric analysis
• Integration with social platforms
• Engagement analytics
• API based SaaS pricing
• Personalized challenges, not "one size fits all" badges
• The opportunity to compete and collaborate alone or
in teams
• Meaningful rewards for accomplishing things.
38
Source: Quora
42. Gamification for Social Good
• Balancing the federal budget
• Reducing poverty
• Decreasing waste of natural resources
• Reducing energy consumption
• Measuring consumer confidence
• Leading healthier lifestyles
• Other topics will be considered, but
– Must show strong links to a social issue &
– Must have macroeconomic content or context
42
43. Framework
• Define Problem
• Identify Stakeholders
• List Critical Success Factors
• Identify Current Challenges
• Apply Gamification
– Mechanics
– Human needs or motivators
– Align incentives with goals
• Perform Risk analysis
• Track Success measures
43
44. Apply Gamification
• Define player motivation
• Define your victory conditions
• Set the rules of the game
• Make it social
Source: Addingplay with Playgen 44
45. Alignment
• Define your site’s business goals.
– Which behaviors do you want to encourage?
(Visits, comments, etc)
• Identify & segment site visitors.
– Use deep engagement analytics to understand the
site audience
• Reward Engagement
– Recognize and reward engagement that aligns
with strategic business objectives in real time.
45
46. Gamification best practice
• Be clear about business outcomes
• Map your goals with your user’s interests.
• Prioritize the actions you want your users to take.
• Add rewards and prevent users from gaming the system.
• Reward behavior based on the value of the action.
• Use levels to keep users coming back.
• Use real-time feedback on progress.
• Leverage groups and teams to collaborate and push one another.
• Integrate social media.
• Integrate into business processes or core activity
• Measure, analyze and refocus
46
47. Virtual currencies
• Are the incentives/rewards that you
offer convertible into real goods
and, therefore, run afoul of virtual currency
regulations?
• Are the incentives/rewards effectively gift
cards and, therefore, run afoul of state gift
card rules?
• Are the games structured in a way so that they
are a legal contest or sweepstakes?
47
48. What next?
• Add gamification capability to your toolkit
• What processes do you want to gamify?
• Join gamification communities
• Perform strategic experiments
• Analyze success and failure stories
• Understand the risks
• Make sure that preconditions are validated
• Measure success
48