This document discusses lessons learned about effectively applying gamification in the enterprise. It notes that work already involves many elements of games that are often poorly designed and can have unintended consequences. Successful gamification requires carefully designing around intrinsic motivations like meaning, autonomy, and mastery. It also requires getting experienced game designers involved and iterating slowly to amplify positive existing behaviors while minimizing negatives. Simplicity is important to avoid unintended issues from game elements in a work social context.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
GAMESTORMING WIKIPEDIA: AN EXPERIMENT IN PLAYFUL ONBOARDING
This is the story of how we built a game to learn how to edit Wikipedia in under an hour with the attitude that if it's not fun people won't play it and if it doesn't leverage intrinsic motivations it won't work.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
GAMESTORMING WIKIPEDIA: AN EXPERIMENT IN PLAYFUL ONBOARDING
This is the story of how we built a game to learn how to edit Wikipedia in under an hour with the attitude that if it's not fun people won't play it and if it doesn't leverage intrinsic motivations it won't work.
A short presentation I did for the Gamifiers Meetup Group. It is a look at some of the pros and cons of "traditional gamification methods", such as Points and Badges. It offers a few more mechanics and ideas to think about when you are considering gamification.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
Game thinking - Differences Between Games, Serious Games, Gamification and More.Andrzej Marczewski
The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
Games model dynamic systems. This workbook will help you assess a business, organizational, or system challenge and then guide you step-by-step through designing a game to think through and prototype solutions.
Designed by Kendra L. Shimmell and Kate Edgar
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
A short presentation I did for the Gamifiers Meetup Group. It is a look at some of the pros and cons of "traditional gamification methods", such as Points and Badges. It offers a few more mechanics and ideas to think about when you are considering gamification.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
Game thinking - Differences Between Games, Serious Games, Gamification and More.Andrzej Marczewski
The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
Games model dynamic systems. This workbook will help you assess a business, organizational, or system challenge and then guide you step-by-step through designing a game to think through and prototype solutions.
Designed by Kendra L. Shimmell and Kate Edgar
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
Gamification: The reality of what it is and what it isn'tTNS
Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa
"Gamification" is a buzzword currently reverberating across the internet - but how much of it is hype vs. reality? Sitting at the cross-roads between behavioural economics and video games, gamification brings behaviour change methodologies into the digital age by explicitly providing us with the mechanics to improve user engagement. In theory, "gamifying" any process, from filling in tax forms in the real world to shopping on Amazon.com, should increase user engagement and overall satisfaction. The presentation will test these claims. It will investigate just what gamification really is and what it is not. The presenters will highlight recent research they have conducted into this topic along with interviews with various members of some of the tech companies that are at the forefront of this trend.
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 :)
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
My slides from NXNEi 2011, a game designer's perspective on gamification. It's a crash course primer, an invitation to be critical, and a starting point for designers interested in what game design might have to offer.
The conversation has proceeded and become more involved since I did this in June 2011, but more perspectives on this practice can't hurt.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
Gamification: A New Way to Influence BehaviorAndy Petroski
9/17/13 IABC Harrisburg presentation
Many slides thanks to Charles Palmer (http://www.slideshare.net/charlespalmerhu)
Gamification is the concept of applying game techniques to non-game environments. It emerged from customer loyalty programs based primarily on number of purchases.
In the past few years, marketers have expanded upon early customer loyalty programs and applied techniques from games (like story, levels, competition, leaderboards, challenges, etc.) to increase customer engagement, loyalty and, ultimately, purchases & satisfaction.
Unlike basic marketing techniques that depended on purchase frequency or amount to trigger rewards, gamification is often a more frequent reward system with ongoing rewards coming in the form of what is traditionally gameplay feedback.
Beyond marketing, gamification is being used to motivate learners in education and impact behavior change in healthcare.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Work better, play together? Rypple on Enterprise Gamification
1. Work better. Play together?
On Enterprise Gamification
#LOVEYOURWORK #COLLABORATE
#FLOW
2. Outline: on Enterprise Gamification
Enterprise gamification is a hot new idea. "
"
Great potential for benefit (and misuse) "
"
Misconceptions create the risk of getting it wrong "
"
We share our lessons learned for making it work.
7. Claim: “It can drive employee motivation & performance”
Just add points & rewards (cash, tchotchke’s, whatever)…
8. Claim: “You can get employees to
engage in not-so-fun exercises”
Make it look like a game so they do it!
9. But as with any new idea, carefully
separate what works from what doesn’t.
10. “Gamification is an inadvertent con. It tricks people
into believing that there’s a simple way to imbue
their thing ... with the psychological, emotional and
social power of a great game.”
Margaret Robertson
Game Designer & Consultant to EA, Sony
12. “Most gamification is just ‘pointsification.’ …too
much gamification is about zero sum games:
often, for me to win, you’ve got to lose.”
Matthew Jensen
Game Designer
Co-founder, Natron Baxter Applied Gaming, Co-founder, Gameful
13. (real) Games are about intrinsic rewards
Research show that fun in gaming is from intrinsic factors –
experiences of competence, self-efficacy, and mastery
Raph Koster, A Theory of Fun for Game Design (2004)
15. Fact
Economists developed the theory of games to
mathematically capture human behavior in strategic
situations. It has been used to develop war strategies,
nuclear weapon strategy, and more. Serious stuff.
16. Classic game theory: The Prisoners’ Dilemma
Games arise when multiple actors with differing objectives
compete or cooperate for scarce resources.
Does that sound like your workplace?
18. Leveling up
Leaderboards
Badges
Reality"
Work is already filled with
games & game-elements
19. Example: the Career Game
“We compete for jobs: the more desirable
the job, the tougher the competition. Most
people readily understand this. But, fewer
people recognize that the pursuit of an open
job can be framed as one ‘move’ in a
multifaceted game called ‘a career.’”
Stephen Miles
Vice Chairman, Heidrick & Struggles
Author, Your Career Game
20. The real question then is:
How can we better design the games we will
inevitably play in the workplace?
21. So we don’t end up with
badly designed games.
And unintended consequences.
22. The Cover-Your-Ass game
“When credit and blame are mismanaged
and unfair, people shut down, become
demotivated, and focus more on covering
their rears rather than moving forward.
When credit and blame are managed
properly, people are willing and able to
experiment, learn and grow.”
Ben Dattner
Professor of Industrial & Organizational Psychology, NYU
Author, The Blame Game
23. The Bonus Game
“…when the tasks involve higher levels of
cognition or creativity, the monetary incentives
actually stifle performance rather than drive it.
In addition, people undertake activities for
reasons of mastery, purpose, etc. rather than
specifically for monetary reward.”
Daniel Pink
Author, Drive
24. And our favorite, the performance review game
Formal with very infrequent feedback.
A ritual game with billions spent in wasted enterprise effort.
26. Lesson #1
It’s not about features you can bolt on.
It’s about a careful design process.
27. You can’t save a crappy "
service/product/environment"
by bolting on game mechanics.
+
28. X Wrong ✓ Right
What’s challenging or meaningful
Doing work that makes a difference?
about leaving the house?
Now that’s difficult yet meaningful
29. You have to design the right game
And that happens slowly, carefully & iteratively
24h
Refine
24h
Observe
game
User insight
Game design
Release
behavior
element
Release
7 days
7 days
30. Get people on the team who "
have experience designing games*!
Kobi Ofir, CTO
Marcus Gosling, UX
Ryan Dewsbury, Product
Previously, CTO, Virgin Gaming
Co-founder, imvu
Creator of KDice & GPokr
*Alert: Without actual game designers working with enterprise folks
you run the risk of designing something that doesn’t quite ring true.
32. “Game elements are like an amplifier: There has to be a
genuine sound first – a value, an interest, a motivation –
for the amplifier to do any good.”
Sebastian Deterding
Gamification & UX designer and researcher
33. Badges can be silly
Or they can be meaningful
Badges devoid of meaning can be silly.
Military badges are meaningful because the
For many, the badge is the only benefit underlying accomplishments are meaningful.
of playing the game. That’s fun & okay in The badges are filled with shared symbolism.
certain contexts.
34. Not just a piece of metal
Symbol of meaningful impact
"Let it be known that he who wears the
military order of the purple heart has
given of his blood in the defense of his
homeland and shall forever be revered by
his fellow countrymen."
George Washington, August 7, 1782
35. Peer generated
Identity at work
badges as reputation
You reputation at work is important for a Thanks from peers & managers have intrinsic
host of reasons. Managing this identity is a meaning. Creating a badge lets people
powerful intrinsic driver.
creatively recognize successes in their own
words. Badges thus have a shared meaning,
creating trusted indicators of achievement.
37. Positive Behavior
Make it easy. Make it Social.
To:
Joy Gao
Cc:
Subject:
Thanks!
Thanks for the awesome L&L! I learnt a ton!
People like giving others a thanks for Make it crazy simple to give people
meaningful achievements, help, etc.
thanks, and for others to see it.
Recognition is tremendously motivating.
Easy and social.
38. Positive Behavior
Design Element
In games and at work, people like to Make it easy for people to define their
embark on Epic Quests. They like to own Epic Quests, enlist contributors &
pick their quests, gather the troops share real-time progress on their
and take on challenges head on.
quests. And to collect badges
representing their successful quests.
39. Lesson #4
Do it slowly and very carefully
Games elements have real
& sometimes unintended consequences
40. Game element
Unintended consequence
Scoreboards are a common “Depending on [work context],
game element. Harmless in leaderboards can feel like yet another
the virtual world of games.
form of control and pressure, or as
merely informational and supportive”
*Sebastian Deterding, Meaningful Gamification
41. Game element
Unintended consequences
% of new users that invite coworkers
Invite coworkers
$25
$25 reward
with "invite your team "invite your team" +
to join you"
reasons why
Monetary incentives should Wrong! Users emailed us saying getting
drive activity right? After all, paid for invitations in a work context was
people like rewards, and inappropriate. They preferred to invite
money’s a great reward!
others to simply join them on Rypple.
43. "Perfection is achieved, not when there
is nothing more to add, but when there
is nothing left to take away."
Antoine de Saint-Exupéry
French author and aviator
44. Difficult Behavior
Simplicity in design
We all know that getting regular feedback The easier we made it to ask for
is good for your performance at work.
feedback, the more people used it.
But its hard (& scary) to get constructive The more complicated the process
feedback from people you work with!
(unnecessary fields, ratings, options…
choices), the less people do it.
46. Helpful lessons on Enterprise Gamification
Work is already filled with games. They’re mostly poorly designed."
"
Get people on the team with experience in building games."
"
Design, build, learn, design, ... repeat."
"
Leverage intrinsic motivators at work. Amplify positive behaviors."
"
Watch for unintended consequences of game elements in the
social context of work."
"
Simplicity counts.
47. Want to learn more?
Daniel Debow
@ddebow
ddebow@rypple.com
1.888.4RYPPLE