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ROD	
  U	
  
	
  

	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Unified	
  Business	
  Model	
  Gamifica1on	
  
A	
  New	
  and	
  Proven	
  Strategy	
  to	
  
Massively	
  Engage,	
  Acquire,	
  and	
  Retain	
  Customers	
  

Dr.	
  Rod	
  King	
  
Pioneer	
  and	
  Architect	
  of	
  Business	
  Model	
  Gamifica7on	
  
Gamifica1on	
  Problems,	
  Consequences,	
  and	
  Solu1on	
  
PROBLEMS	
  &	
  CAUSES	
  

CONSEQUENCES	
  

q  Many	
  Change	
  Management	
  projects	
  fail	
  

q  Unprofitable	
  Change	
  Management	
  projects	
  

q  It’s	
  becoming	
  very	
  tough	
  to	
  mo1vate	
  customers	
  
and	
  employees	
  to	
  get	
  desired	
  jobs	
  done	
  

q  Unprofitable	
  Gamifica1on	
  projects	
  

	
  

q  Inadequate	
  understanding,	
  planning,	
  execu1on,	
  	
  
and	
  management	
  of	
  a	
  Strategy	
  of	
  Business	
  
Model	
  Gamifica1on	
  
q  Piecemeal	
  approach	
  to	
  gamifica1on:	
  
No	
  common	
  or	
  unified	
  framework	
  for	
  
systema9cally	
  documen9ng,	
  planning,	
  
execu9ng,	
  and	
  managing	
  gamifica9on	
  projects	
  

	
  

q  Nega1ve	
  Return	
  On	
  Investment	
  (ROI)	
  
q  Waste	
  of	
  1me,	
  money,	
  and	
  other	
  resources	
  in	
  
gamifica1on	
  projects	
  
	
  

q  “By	
  2014,	
  80	
  percent	
  of	
  current	
  gamified	
  
applica1ons	
  will	
  fail	
  to	
  meet	
  business	
  objec1ves	
  
primarily	
  due	
  to	
  poor	
  design”	
  
	
  	
  	
  	
  	
  	
  	
  Gartner	
  

q  Too	
  many	
  fragmented	
  tools	
  are	
  used	
  in	
  
gamifica1on	
  projects	
  
q  Predominant	
  focus	
  on	
  the	
  “How?”	
  (tac1cs/	
  
	
  	
  	
  	
  	
  	
  	
  	
  game	
  mechanics)	
  rather	
  than	
  the	
  “Why?”	
  
	
  	
  	
  	
  	
  	
  	
  	
  (strategy/core	
  drivers)	
  of	
  human	
  and	
  
	
  	
  	
  	
  	
  	
  	
  	
  business	
  mo1va1on	
  

SOLUTION	
  

q  Strategy	
  of	
  Unified	
  Business	
  Model	
  Gamifica1on:	
  Holis1c	
  approach	
  for	
  understanding,	
  documen1ng,	
  and	
  
managing	
  projects	
  on	
  Business	
  Model	
  Gamifica1on	
  as	
  well	
  as	
  Gamified	
  Change	
  Management	
  
Simple	
  internal	
  integra9on	
  of	
  gamifica9on	
  frameworks,	
  tools,	
  and	
  ideas	
  as	
  well	
  as	
  external	
  integra9on	
  
with	
  frameworks,	
  tools,	
  and	
  ideas	
  of	
  Business	
  Strategic	
  Management	
  
Basic	
  Defini1ons	
  in	
  Business	
  Model	
  Gamifica1on	
  
	
  

Business	
  Model	
  Gamifica7on	
  =	
  Gamified	
  Business	
  Model	
  Innova7on	
  =	
  Gamified	
  Change	
  Management	
  

GAMIFY	
  
“Entertainingly	
  and	
  Profitably	
  
Mo)vate	
  and/or	
  Change	
  
Especially	
  Using	
  
Game	
  Mo)va)on	
  Mechanisms”	
  

GAMIFICATION	
  
“Entertaining	
  and	
  Profitable	
  
Mo)va)on	
  and/or	
  Change	
  
Especially	
  Using	
  
Game	
  Mo)va)on	
  Mechanisms”	
  
Business	
  Model	
  Gamifica1on	
  	
  
Involves	
  	
  
A	
  Con1nuous	
  Experiment	
  
That	
  Uses	
  
Game	
  Mo1va1on	
  Mechanisms	
  (GMM)	
  to	
  	
  	
  
Entertainingly	
  and	
  Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  
(Value)	
  
Companies	
  Successfully	
  Applying	
  a	
  Strategy	
  of	
  BUSINESS	
  MODEL	
  GAMIFICATION	
  
	
  

	
  
	
  
	
   Business	
  Model	
  Gamifica7on	
  =	
  Gamified	
  Business	
  Model	
  Innova7on	
  =	
  Gamified	
  Change	
  Management	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
TwiMer	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Companies	
  Successfully	
  
	
  
	
  
	
  
	
  
	
  
	
  
Applying	
  
	
  
	
  
	
  
	
  
	
  
A	
  Strategy	
  of	
  
	
  
	
  
	
  
	
  
BUSINESS	
  MODEL	
  
	
  
	
  
	
  
	
  
	
  
GAMIFICATION	
  
	
  
	
  
Starbucks	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Nike	
  
	
  
	
  
	
  
	
  
	
  

	
  

	
  
	
  
	
  
	
  

	
  
	
  
	
  
	
  
	
  
	
  
	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Systema1cally	
  Understand,	
  Document,	
  
and	
  
Manage	
  Projects	
  
On	
  
Business	
  Model	
  Gamifica1on	
  
5	
  Ques1ons	
  
Of	
  
Unified	
  Business	
  Model	
  Gamifica1on	
  
ROD’s	
  5	
  Gamifica1on	
  Design	
  Ques1ons	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

1. 	
  	
  WHY	
  Gamify?	
  
2. 	
  	
  WHO	
  to	
  Gamify	
  for?	
  
3. 	
  	
  WHAT	
  to	
  Gamify?	
  
4. 	
  	
  TO	
  WHAT	
  to	
  Gamify?	
  
5. 	
  	
  HOW	
  to	
  Gamify?	
  
Gamify	
  =	
  “Entertainingly	
  and	
  profitably	
  mo1vate,	
  learn,	
  solve	
  problem,	
  or	
  get	
  a	
  job	
  done”	
  
	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Ideas	
  and	
  Tools	
  for	
  Answering	
  
The	
  5	
  Ques9ons	
  
Of	
  
Unified	
  Business	
  Model	
  Gamifica9on	
  
ROD’s	
  5	
  Gamifica1on	
  Design	
  Ques1ons	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

1. 	
  	
  WHY	
  Gamify?	
  

Yu-­‐Kai	
  Chou	
  

2. 	
  	
  WHO	
  to	
  Gamify	
  for?	
  

Richard	
  Bartle	
  

3. 	
  	
  WHAT	
  to	
  Gamify?	
  

Amy	
  Jo	
  Kim	
  

Octalysis	
  Framework	
  

Bartle	
  Player	
  Types	
  

Social	
  Engagement	
  Verbs	
  

4. 	
  	
  TO	
  WHAT	
  to	
  Gamify?	
  
5. 	
  	
  HOW	
  to	
  Gamify?	
  
Gamify	
  =	
  “Entertainingly	
  and	
  profitably	
  mo1vate,	
  learn,	
  solve	
  problem,	
  or	
  get	
  a	
  job	
  done”	
  
	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
ROD’s	
  5	
  Gamifica1on	
  Design	
  Ques1ons	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

1. 	
  	
  WHY	
  Gamify?	
  

Yu-­‐Kai	
  Chou	
  

2. 	
  	
  WHO	
  to	
  Gamify	
  for?	
  

Richard	
  Bartle	
  

3. 	
  	
  WHAT	
  to	
  Gamify?	
  

Amy	
  Jo	
  Kim	
  

4. 	
  	
  TO	
  WHAT	
  to	
  Gamify?	
  

Octalysis	
  Framework	
  

Bartle	
  Player	
  Types	
  

Social	
  Engagement	
  Verbs	
  

Visionary	
  Gamified	
  Business	
  Model	
  

q  Gamifica7on	
  Pentagon	
  
q  Red	
  Ocean	
  Disrup7on	
  (ROD)	
  Game	
  
q  Customer	
  Gamifica7on	
  Pyramid	
  
q  3P-­‐Business	
  Model	
  Gameboard	
  
q  6	
  Jobs	
  of	
  Highly	
  Innova7ve	
  Teams	
  
q  Game	
  Mechanics,	
  Dynamics,	
  and	
  
	
  	
  
Gamify	
  =	
  “Entertainingly	
  and	
  profitably	
  mo1vate,	
  learn,	
  solve	
  problem,	
  or	
  get	
  a	
  job	
  done”	
  	
  	
  	
  	
  	
  	
  Aesthe7cs:	
  Physical;	
  Mental;	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  Social;	
  Reputa7on	
  
	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  

5. 	
  	
  HOW	
  to	
  Gamify?	
  
GAMIFICATION	
  PENTAGON:	
  Visual	
  Worksheet	
  for	
  Itera9vely	
  Answering	
  the	
  5	
  Gamifica9on	
  Design	
  Ques9ons	
  	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

WHY?	
  

WHO?	
  

HOW?	
  

Object/	
  
Topic	
  

TO	
  
WHAT?	
  

Conven)on	
  
(Present:	
  Red	
  Ocean/Job)	
  

WHAT?	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
GAMIFICATION	
  PENTAGON:	
  Visual	
  Worksheet	
  for	
  Itera9vely	
  Answering	
  the	
  5	
  Gamifica9on	
  Design	
  Ques9ons	
  	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

WHY?	
  

Problem-­‐Solving	
  Cycle	
  
q  D:	
  Define	
  
q  B:	
  Build	
  
q  M:	
  Measure	
  
q  A:	
  Analyze	
  
q  I:	
  Improve	
  
q  L:	
  Learn	
  

HOW?	
  

Blue	
  Ocean	
  	
  
Gamifica1on	
  Model/	
  
Behavior/Habit	
  

WHO?	
  

Business	
  
Model	
  

Red	
  Ocean	
  	
  
Gamifica1on	
  Model/	
  
Behavior/Habit	
  

TO	
  
WHAT?	
  

Conven)on	
  
(Present:	
  Red	
  Ocean/Job)	
  

WHAT?	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
GAMIFICATION	
  PENTAGON:	
  How	
  Dick	
  Fosbury	
  Disrupted	
  the	
  High	
  Jump	
  Game	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

WHY?	
  

Problem-­‐Solving	
  Cycle	
  
q  D:	
  Define	
  
q  B:	
  Build	
  
q  M:	
  Measure	
  
q  A:	
  Analyze	
  
q  I:	
  Improve	
  
q  L:	
  Learn	
  

HOW?	
  

Bring	
  Honor	
  to	
  Country	
  
Set	
  a	
  world	
  record	
  at	
  the	
  
Olympic	
  Games	
  

WHO?	
  

HIGH	
  
JUMP	
  

Dick	
  Fosbury,	
  
Game	
  Changer	
  

TO	
  
WHAT?	
  

Conven)on	
  
(Present:	
  Red	
  Ocean/Job)	
  

WHAT?	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
APPLE’S	
  GAMIFICATION	
  PENTAGON:	
  How	
  Apple/Steve	
  Jobs	
  Disrupted	
  the	
  Music	
  Game	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

WHY?	
  

Problem-­‐Solving	
  Cycle	
  
q  D:	
  Define	
  
q  B:	
  Build	
  
q  M:	
  Measure	
  
q  A:	
  Analyze	
  
q  I:	
  Improve	
  
q  L:	
  Learn	
  

HOW?	
  

Empowerment	
  &	
  Happiness	
  
“Think	
  Different”	
  

WHO?	
  

Classic	
  iPod:	
  
(“A	
  Thousand	
  Songs	
  
In	
  Your	
  Pocket”)	
  

TO	
  
WHAT?	
  

Conven)on	
  
(Present:	
  Red	
  Ocean/Job)	
  

WHAT?	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
6	
  Jobs	
  of	
  Highly	
  Innova1ve	
  Teams	
  
(Problem-­‐Solving	
  Cycle	
  of	
  “DB-­‐MAIL”)	
  

Round:	
  .....	
  

Problem	
  
Definer	
  

Solu1on	
  
Builder	
  

D	
  

B	
  

Object	
  
(Topic/	
  
Logo)	
  

Value	
   L	
  
Learner	
  

Solu1on	
  
Improver	
  

I	
  

M

A	
  

Problem	
  
Measurer	
  

Problem	
  
Analyzer	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
6	
  Jobs	
  of	
  Highly	
  Innova1ve	
  Teams	
  
(Problem-­‐Solving	
  Cycle	
  of	
  “DB-­‐MAIL”)	
  

Round:	
  .....	
  

Problem	
  
Definer	
  
D	
  

Value	
   L	
  
Learner	
  

Solu1on	
  
Builder	
  
B	
  

Define	
  Problem	
  
Define/sketch	
  customer	
  
Make	
  field	
  visits;	
  Network	
  
	
  	
  Observe	
  anomalies,	
  
	
  	
  	
  	
  	
  pains	
  &	
  trade-­‐offs	
  
	
  	
  	
  	
  	
  Ques9on	
  ecosystem	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
Learn	
  What’s	
  Valued	
  Explore	
  in	
  
Build	
  Solu1on	
  
	
  	
  	
  	
  	
  	
  	
  	
  
What	
  to	
  learn/share	
  	
  	
  	
  space/9me	
   Set	
  goals/strategies	
  
Evaluate	
  (-­‐/+);	
  Monitor	
  
Brainstorm	
  specs/propn.	
  
Reflect:	
  Lesson	
  Learned	
  
Idealize;	
  Use	
  “What	
  if?”	
  
Tell	
  stories;	
  “Pitch”	
  
Analogize;	
  Experiment	
  
Object	
  
Summarize	
  
Prototype	
  tool;	
  Pilot	
  
(Topic/	
  
Improve	
  Solu1on	
  
Measure	
  Problem	
  
Logo)	
  
Resolve	
  trade-­‐offs	
  
Measure	
  impacts	
  
Do	
  mul9level	
  thinking	
  
Collect	
  data/info	
  
Transform;	
  Disrupt	
  
Quan9fy	
  rela9onships	
  
	
  	
  Role-­‐play;	
  Simplify	
  
Confirm	
  channels	
  
	
  	
  	
  	
  Implement	
  tac9cs	
  
Verify/Validate	
  
	
  Analyze	
  Problem	
  
Analyze	
  data/info	
  
Categorize	
  inputs	
  
Model	
  process/system	
  
Structure/Classify	
  outputs	
  
Display	
  cri9cal	
  thinking	
  

Solu1on	
  
Improver	
  

M

I	
  

A	
  

Problem	
  
Measurer	
  

Problem	
  
Analyzer	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
PROJECT	
  TEAM	
  
	
  

Date:	
  …………………………....	
  

Project	
  Descrip1on:	
  

TEAM	
  
MEMBER	
  

Problem	
  
Definer	
  

Solu1on	
  
Builder	
  

Problem	
  
Measurer	
  

Problem	
  
Analyzer	
  

Solu1on	
  
Improver	
  

Value	
  
Learner	
  

	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
PROJECT	
  JOURNAL	
  

(Problem-­‐Solving	
  Cycle	
  of	
  “DB-­‐MAIL”)	
  

Round:	
  .....	
  

Date:	
  …………………………....	
  

Why?	
  ………………………………………………………………………………………………………….…………………………………………………………..…………………..…..……	
  
Who?	
  …..…………………………………………………………………….………………………………………………….….……….………..……………………………..…………..……	
  
What?	
  ……..…………..……..……………………………………………………………………………………………………………………………..…….…………………………….……	
  
To	
  What?	
  ………………………………………………………………………………………………….…………………………………….…………………………………………………..	
  
Project	
  Team:	
  …………………………………………….…………..…….…………..…….……………………...………………………….……………………………………………..	
  
	
  

PROBLEM	
  
DEFINER	
  

SOLUTION	
  
(PROTOTYPE)	
  
BUILDER	
  

PROBLEM	
  
MEASURER	
  

PROBLEM	
  
ANALYZER	
  

SOLUTION	
  
IMPROVER	
  

VALUE	
  
LEARNER	
  

	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
LEADERBOARD	
  
	
  

Date:	
  …………………………....	
  

Project	
  Descrip1on:	
  

NAME	
  OF	
  
PROJECT	
  TEAM	
  

ROUND	
  
1	
  

ROUND	
  
2	
  

ROUND	
  
3	
  

ROUND	
  
4	
  

ROUND	
  
…	
  

	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid	
  
How	
  to	
  Simply	
  Engage,	
  Acquire,	
  and	
  Retain	
  More	
  Customers	
  
Customer	
  Gamifica1on	
  Pyramid:	
  8	
  Core	
  Drivers	
  of	
  Unhappy	
  People,	
  Products,	
  and	
  Workplaces	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Drivers	
  of	
  Unhappiness	
  

S:	
  SPIRITUAL	
  Unhappiness	
  
q Powerlessness	
  
q Low	
  Self-­‐esteem	
  
q Iden9ty	
  Crisis	
  
q Incompetence/Unskilled	
  

(Constraints/Barriers/Obstacles)	
  

q Injus9ce/Selfishness	
  
q Disunity/Hopelessness	
  
q Society’s	
  Deteriora9on	
  
q Being	
  Unrecognized	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Unhappiness	
  
q Loneliness/Lack	
  of	
  Support	
  
q Rejec9on/Being	
  Bullied	
  
q Miscommunica9on	
  
q Feeling	
  Unloved/Unwanted	
  

q Apathy/Ugliness	
  
q No	
  Romance	
  
q Poor	
  Exchanges	
  
q Egocentrism	
  

q No	
  Big-­‐picture	
  Sense	
  or	
  Meaning	
  
q Disempowerment	
  &	
  Low	
  Status	
  

Socializer	
  

q No	
  Social	
  Influence	
  
q Trouble/Conflict/Fights	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Unhappiness	
  
q Ignorance/Mental	
  Block	
   q Boredom/Delay	
  
q Confusion/Complexity	
   q Chaos/Being	
  Lost	
  
q Indecision/Doubt	
  
q Secrets/Mystery	
  
q Uncertainty	
  
q Inaccessibility	
  

Discoverer	
  

q Info	
  Overload	
  
q Mundaneness	
  

Explora7on	
  

P:	
  PHYSICAL	
  Unhappiness	
  
q Fear/Tension	
  
q Hunger/Waste	
  
q Fa9gue/Stress	
  
q Sickness/Death	
  

q Physical	
  Pain	
  
q Poverty/Debt	
  
q Physical	
  Craving	
  
q Danger	
  

Survivor	
  
Survival	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q No	
  Sign	
  of	
  	
  
	
  	
  	
  	
  Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
The	
  Ul1mate	
  Purpose	
  of	
  Gamifica1on	
  
Is	
  
THE	
  PURSUIT	
  OF	
  HAPPINESS:	
  
To	
  Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  
Happiness	
  
Customer	
  Gamifica1on	
  Pyramid:	
  Template	
  for	
  “Body,	
  Mind,	
  Heart,	
  and	
  Spirit”	
  Happiness	
  
	
  Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid:	
  The	
  4	
  Building	
  Blocks	
  of	
  Happiness	
  
	
  Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

S:	
  SPIRITUAL	
  Happiness	
  

Achiever	
  

Mo1va1onal	
  Factors	
  
(Desires/Ideals)	
  

Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  

Socializer	
  
Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  

Survivor	
  
Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid:	
  The	
  4	
  Building	
  Blocks	
  of	
  Happiness	
  
	
  Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  

Socializer	
  

Intrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

Mo1va1onal	
  Factors	
  

I:	
  INTELLECTUAL	
  Happiness	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  

Survivor	
  

Extrinsic	
  Mo9va9on	
  

Collabora7on	
  

Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid:	
  Tac9cal	
  Mo9vators	
  (Value	
  Factors;	
  Core	
  Drivers;	
  Proposi9ons)	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Achiever	
  

q Status/Power;	
  Mastery	
  
q Customiza7on;	
  Fun;	
  Flow	
  

Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  

Socializer	
  

q Design/Aesthe7cs	
  
q Interac7vity	
  

Intrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

I:	
  INTELLECTUAL	
  Happiness	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  

Survivor	
  
Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Novelty	
  
q Simplicity/	
  
	
  	
  	
  	
  	
  Accessibility/	
  
	
  	
  	
  	
  	
  Convenience	
  

Extrinsic	
  Mo9va9on	
  

Collabora7on	
  

q Performance	
  
q Price	
  (Cost)	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid:	
  Strategic	
  Mo9vators	
  (Value	
  Factors;	
  Core	
  Drivers;	
  Proposi9ons)	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Achiever	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Intrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

I:	
  INTELLECTUAL	
  Happiness	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  

Survivor	
  
Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

Collabora7on	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid:	
  Games	
  for	
  “Body,	
  Mind,	
  Heart,	
  and	
  Spirit”	
  Happiness	
  
	
  Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Games	
  

Socializer	
  

Intrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Games	
  

Mo1va1onal	
  Factors	
  

I:	
  INTELLECTUAL	
  Games	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Games	
  

Survivor	
  

Extrinsic	
  Mo9va9on	
  

Collabora7on	
  

Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid:	
  Elements	
  of	
  the	
  Happiness	
  Quo9ent	
  (HQ)	
  
	
  Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Achiever	
  
Compe77on	
  

EMOTIONAL	
  Quo9ent	
  (EQ)	
  	
  

Socializer	
  

Intrinsic	
  Mo9va9on	
  

SPIRITUAL	
  Quo9ent	
  (SQ)	
  	
  

Mo1va1onal	
  Factors	
  

INTELLECTUAL	
  Quo9ent	
  (IQ)	
  

Discoverer	
  
Explora7on	
  

PHYSICAL	
  Quo9ent	
  (PQ)	
  

Survivor	
  

Extrinsic	
  Mo9va9on	
  

Collabora7on	
  

Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid:	
  Habits	
  of	
  Player	
  Archetypes	
  
	
  Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

driven	
  

Mo1va1onal	
  Factors	
  

Intrinsic	
  Mo9va9on	
  

SPIRITUAL	
  Quo9ent	
  (SQ)	
  	
  

purposeful	
  

Achiever	
  
compe77ve	
  

strong-­‐willed	
  
Compe77on	
  

sociable	
  

EMOTIONAL	
  Quo9ent	
  (EQ)	
  	
  

caring	
  

Socializer	
  

INTELLECTUAL	
  Quo9ent	
  (IQ)	
  

curious	
  

ques7oning	
  

Discoverer	
  

analy7cal	
  

PHYSICAL	
  Quo9ent	
  (PQ)	
  

enthusias7c	
  

cra`y	
  

crea7ve	
  

Explora7on	
  

dynamic	
  

Survivor	
  
Survival	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

Extrinsic	
  Mo9va9on	
  

empathe7c	
  
communal	
  
Collabora7on	
  

materialis7c	
  
energe7c	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Examples	
  

Visually	
  Organize	
  and	
  Manage	
  Ideas	
  in	
  Gamifica9on	
  Projects	
  
Customer	
  Gamifica1on	
  Pyramid:	
  Template	
  for	
  “Body,	
  Mind,	
  Heart,	
  and	
  Spirit”	
  Happiness	
  
	
  Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

Achiever	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  

Discoverer	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  

Survivor	
  
Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid:	
  Template	
  for	
  “Body,	
  Mind,	
  Heart,	
  and	
  Spirit”	
  Happiness	
  
	
  Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Achiever	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Intrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

I:	
  INTELLECTUAL	
  Happiness	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  

Survivor	
  
Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

Collabora7on	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
P.I.E.S.	
  Taxonomy	
  for	
  Games	
  

Customer	
  Gamifica1on	
  Pyramid	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  
• 
• 
• 
• 

Musical	
  Games	
  
Naturalis9c	
  Games	
  
Interpersonal	
  Games	
  
Intrapersonal	
  Games	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
•  Verbal-­‐Linguis9c	
  Games	
  
•  Logical-­‐Mathema9cal	
  Games	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
•  Visual-­‐Spa9al	
  Games	
  
•  Bodily-­‐Kinesthe9c	
  Games	
  

Intrinsic	
  Mo9va9on	
  

•  Existen9al	
  Games	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Survivor	
  
Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

•  Existen9al	
  Games	
  

8	
  Mo1va1onal	
  Factors	
  

Achiever	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  
• 
• 
• 
• 

Musical	
  Games	
  
Naturalis9c	
  Games	
  
Interpersonal	
  Games	
  
Intrapersonal	
  Games	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
•  Verbal-­‐Linguis9c	
  Games	
  
•  Logical-­‐Mathema9cal	
  Games	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
•  Visual-­‐Spa9al	
  Games	
  
•  Bodily-­‐Kinesthe9c	
  Games	
  

Intrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

Gamified	
  
Progress	
  
Indicators	
  

Survivor	
  
Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

P.I.E.S.	
  Taxonomy	
  for	
  Games	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid	
  

Max-­‐Neef’s	
  Human	
  Needs	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

S:	
  SPIRITUAL	
  Happiness	
  
Equal	
  Rights	
  
Autonomy;	
  Self	
  Esteem;	
  Passion	
  
Open-­‐mindedness	
  
Idealism/Social	
  Jus9ce	
  

• 
• 
• 
• 

Values;	
  Norms;	
  Customs	
  
Self-­‐awareness/growth	
  
Self-­‐esteem;	
  Belonging	
  
Commitment	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  
•  Family;	
  Friendships;	
  Rela9onships	
  
•  Respect;	
  Humor;	
  Generosity;	
  Sensuality	
  
•  Love;	
  Emo9onally	
  Express;	
  Share;	
  Care	
  	
  

Socializer	
  

q Affec7on	
  
q Par7cipa7on	
  
q Leisure	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
• 
• 
• 
• 
• 

Teachers;	
  Educa9onal	
  Policies;	
  Literature	
  
Curiosity;	
  Intui9on;	
  Cri9cal	
  Capacity	
  
Analyze;	
  Study;	
  Inves9gate;	
  Meditate	
  
Imagina9on;	
  Boldness;	
  Inven9veness	
  
Invent;	
  Design;	
  Compose;	
  Interpret	
  	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
• 
• 
• 
• 
• 

Food;	
  Shelter;	
  Health	
  
Physical	
  Health;	
  Mental	
  Health	
  
Feed;	
  Clothe;	
  Work;	
  Rest	
  
Social	
  Security;	
  	
  
Take	
  care;	
  Plan;	
  Help	
  

Survivor	
  
Survival	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Understand-­‐	
  
	
  	
  	
  	
  	
  ing	
  
q Crea7on	
  

Extrinsic	
  Mo9va9on	
  

• 
• 
• 
• 

q Freedom	
  
q Iden7ty	
  

Intrinsic	
  Mo9va9on	
  

9	
  Mo1va1onal	
  Factors	
  

q Subsistence	
  
q Protec7on	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Reiss’s	
  Drivers	
  of	
  Happiness	
  

Customer	
  Gamifica1on	
  Pyramid	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Achiever	
  

Power/Influence	
  
•  Status/Social	
  Standing	
  
Independence/Self-­‐reliance	
   •  Tranquility/Emo9onal	
  Calm	
  
Humor/Loyalty	
  
Compe77on	
  
Idealism/Social	
  Jus9ce	
  

E:	
  EMOTIONAL	
  Happiness	
  
• 
• 
• 
• 

Social	
  Contact/Companionship	
  
Acceptance/Belonging	
  
Family/Rela9onship	
  
Romance/Sex	
  and	
  Beauty	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
•  Curiosity/Knowledge	
  
•  Order/Organiza9on	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
• 
• 
• 
• 

Saving/Collec9ng	
  Things	
  	
  
Vengeance/One-­‐upmanship	
  
Ea9ng/Food	
  
Physical	
  Ac9vity/Exercise	
  

Intrinsic	
  Mo9va9on	
  

• 
• 
• 
• 

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Survivor	
  
Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Maslow’s	
  Mo9va9on	
  Mechanisms	
   Customer	
  Gamifica1on	
  Pyramid	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Self-­‐actualiza9on	
   • 
• 
Self	
  Esteem	
  
• 
Status	
  
• 
Pres9ge	
  

Reputa9on	
  
Morality	
  
Spontaneity	
  
Mastery	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  
• 
• 
• 
• 

Belonging	
  
Love	
  
Family	
  
Sexual	
  In9macy	
  

• 
• 
• 
• 

Aesthe9cs	
  
Friendship	
  
Community	
  
Empathy	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
•  Problem-­‐Solving	
  

•  Wisdom	
  
•  Knowledge	
  
•  Facts	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
• 
• 
• 
• 

Food	
  
Water	
  
Health	
  
Protec9on	
  

• 
• 
• 
• 

Breathing	
  
Sleep	
  
Safety	
  
Security	
  

Intrinsic	
  Mo9va9on	
  

• 
• 
• 
• 

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Survivor	
  
Survival	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid	
  

Generic	
  Mo9va9on	
  Mechanisms	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Status	
  
Enlightenment	
  
Spirituality	
  
Atonement	
  

• 
• 
• 
• 

Peace	
  of	
  Mind	
  
Self-­‐expression	
  
Autonomy/Power	
  
Oneness/Altruism	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  
• 
• 
• 
• 

Entertainment	
  
Networking	
  
Socializa9on	
  
Community	
  

• 
• 
• 
• 

Crowdsourcing	
  
Romance	
  
Loyalty	
  
Sex;	
  Beauty	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
• 
• 
• 
• 

Wisdom;	
  Order	
   • 
• 
Knowledge	
  
Ideas/Crea9vity	
   • 
Informa9on/Data	
  • 

Problem-­‐Solving	
  
Rhetoric	
  
Trading	
  
Decisions	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
• 
• 
• 
• 

• 
Travel	
  
Finance/Wealth	
   • 
• 
Health	
  
Safety/Protec9on	
  • 

Clothing	
  
Housing	
  
Food	
  
Energy	
  

Intrinsic	
  Mo9va9on	
  

• 
• 
• 
• 

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Survivor	
  
Survival	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
“Quests”	
  That	
  Make	
  Us	
  Happier	
  

Customer	
  Gamifica1on	
  Pyramid	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

q Seek/Obtain	
  Jus9ce	
  
q Triumph	
  
q Improve	
  Society	
  
q Be	
  Enlightened	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  
q Nurture	
  
q Laugh	
  
q Strengthen	
  Family	
  Rela9onship	
  
q Connect	
  with	
  Past	
  

q Customize	
  
q Be	
  Roman9c	
  
q Exchange	
  Gios	
  
q Be	
  Recognized	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
q Learn/Gain	
  Knowledge	
  	
   q Recognize	
  PaMerns	
  
q Find	
  Treasure	
  
q Get	
  Insider	
  Info	
  
q Discover	
  Secret/Mystery	
   q Complete	
  Set	
  
q Create	
  Order	
  
q Predict	
  Events	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
q Be	
  a	
  Villain	
   q Improve	
  Health	
  
q Be	
  a	
  Rebel	
  
q Compete	
  
q Revenge	
  

Intrinsic	
  Mo9va9on	
  

q Be	
  a	
  Hero	
  
q Be	
  a	
  Wise	
  Old	
  Man	
  
q Be	
  a	
  Ruler	
  
q Master	
  a	
  Skill	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Survivor	
  
Survival	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Learning	
  Goals/Jobs-­‐To-­‐Get-­‐Done	
   Customer	
  Gamifica1on	
  Pyramid	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

q Be	
  a	
  Hero;	
  Win	
  
q Improve	
  Society	
  
q Obtain	
  Jus9ce	
  
q Tell	
  Epic	
  Story	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  
q Entertain	
  
q Network	
  
q Socialize	
  
q Be	
  Emo9onal	
  

q Bond/Team	
  
q Be	
  Roman9c	
  
q Be	
  Loyal	
  
q Be	
  Sexy	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
q Gain	
  Wisdom	
  
q Gain	
  Knowledge	
  
q Organize	
  Ideas	
  
q Discover	
  Objects	
  

q Solve	
  Problems	
  
q Predict	
  	
  
q Trade	
  
q Decide/Learn	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
q Travel	
  
q Be	
  Wealthy	
  
q Be	
  Healthy	
  
q Be	
  Safe	
  

q Have	
  Clothing	
  
q Have	
  House	
  
q Have	
  Food	
  
q Have	
  Energy	
  

Intrinsic	
  Mo9va9on	
  

q Gain	
  Recogni9on	
  
q Gain	
  Mastery	
  
q Be	
  Enlightened	
  
q Customize	
  Object	
  

8	
  Mo1va1onal	
  Factors	
  

Survivor	
  
Survival	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

Gamified	
  
Progress	
  
Indicators	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Achiever	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Intrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

I:	
  INTELLECTUAL	
  Happiness	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  

Survivor	
  
Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

Collabora7on	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid	
  

P.I.E.S.	
  Engagement	
  Verbs	
  (Processes)	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Create	
  
Build	
  
Challenge	
  
Win	
  

• 
• 
• 
• 

Meditate	
  
Compare	
  
Show-­‐off	
  
Master	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  
• 
• 
• 
• 

Greet;	
  Express	
  
Network	
  
Like	
  
Cooperate	
  

• 
• 
• 
• 

Help	
  
Give	
  
Share	
  
Personalize	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
• 
• 
• 
• 

Explore	
  
View	
  
Review	
  
Curate	
  

• 
• 
• 
• 

Vote	
  
Imagine	
  
Interpret	
  
Learn	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
• 
• 
• 
• 

Hunt	
  
Rebel	
  
Sabotage	
  
Destroy	
  

• 
• 
• 
• 

Harass	
  
Cheat	
  
Heckle	
  
Disrupt	
  

Intrinsic	
  Mo9va9on	
  

• 
• 
• 
• 

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Survivor	
  
Survival	
  
Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid	
  

Game	
  Mechanics	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Epic	
  Meaning	
  
Reward	
  Schedule	
  
Structure	
  Building	
  
Power;	
  Autonomy	
  

• 
• 
• 
• 

Pride	
  
Status	
  
Achievement	
  
Mastery	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  
• 
• 
• 
• 

Communal	
  Disc.	
  
Companionship	
  
Ex9nc9on	
  
Coopera9on	
  

• 
• 
• 
• 

Friending;	
  Liking	
  
Gioing	
  
Personaliza9on	
  
Mentorship	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
• 
• 
• 
• 

Avoidance	
  
Endless	
  Game	
  
Puzzle;	
  Quiz	
  
Progression	
  

• 
• 
• 
• 

Con9ngency	
  
LoMery;	
  Hazard	
  
Shell	
  Game	
  
Appointment	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
• 
• 
• 
• 

Victory	
  Points	
   • 
• 
Leaderboard	
  
Territory	
  Control	
   • 
Bonus;	
  Discount	
   • 

Ownership	
  
Envy	
  
Race	
  
Auc9on	
  

Intrinsic	
  Mo9va9on	
  

• 
• 
• 
• 

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Survivor	
  
Survival	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Customer	
  Gamifica1on	
  Pyramid	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

• 
• 
• 
• 

Epic	
  Meaning	
  
Reward	
  Schedule	
  
Structure	
  Building	
  
Power;	
  Autonomy	
  

• 
• 
• 
• 

Pride	
  
Status	
  
Achievement	
  
Mastery	
  

8	
  Mo1va1onal	
  Factors	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  
• 
• 
• 
• 

Communal	
  Disc.	
  
Companionship	
  
Ex9nc9on	
  
Coopera9on	
  

• 
• 
• 
• 

Friending;	
  Liking	
  
Gioing	
  
Personaliza9on	
  
Mentorship	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
• 
• 
• 
• 

Avoidance	
  
Endless	
  Game	
  
Puzzle;	
  Quiz	
  
Progression	
  

• 
• 
• 
• 

Con9ngency	
  
LoMery;	
  Hazard	
  
Shell	
  Game	
  
Appointment	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
• 
• 
• 
• 

Victory	
  Points	
   • 
• 
Leaderboard	
  
Territory	
  Control	
   • 
Bonus;	
  Discount	
   • 

Ownership	
  
Envy	
  
Race	
  
Auc9on	
  

Intrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

5	
  Basic	
  
Gamifica1on	
  
Ingredients	
  

Survivor	
  
Survival	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

Game	
  Mechanics	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
 OCTALYSIS	
  PETAL	
  DIAGRAM:	
  8	
  Core	
  Drivers	
  of	
  Happiness	
  and	
  Corresponding	
  Game	
  Mechanics	
  
	
  

Big	
  Urgent	
  Market	
  Problem	
  (BUMP):	
  …………………………………………………………………………………………………………………..	
  
	
  

	
  

Vision/Job	
  To	
  Get	
  Done/Mo)va)on:	
  ……………………………………………………………………………..……………………………………………………………	
  

ACCOMPLISHMENT:	
  Physical	
  Happiness	
  
	
  
	
  
	
  
	
  
	
  

OWNERSHIP:	
  Physical	
  Happiness	
  
	
  

SCARCITY:	
  Intellectual	
  Happiness	
  
	
  
	
  
	
  
	
  
	
  
	
  

	
  

MEANING:	
  Spiritual	
  Happiness	
  
	
  

	
  
	
  
	
  
8	
  Core	
  Drivers/“Hiring”	
  Reasons	
  

(Based	
  on	
  Yu-­‐Kai	
  Chou’s	
  
Octalysis	
  Framework	
  of	
  8	
  Core	
  Drivers:	
  
hMp://www.yukaichou.com/
gamifica9on-­‐examples/octalysis-­‐
complete-­‐gamifica9on-­‐framework/)	
  
	
  
	
  
AVOIDANCE:	
  Emo7onal	
  Happiness	
  

	
  
	
  
	
  
	
  
	
  
	
  

	
  

EMPOWERMENT:	
  Spiritual	
  Happiness	
  
	
  

SOCIAL	
  INFLUENCE:	
  Emo7onal	
  Happin.	
  
	
  
	
  
	
  
	
  
	
  
	
  

UNPREDICTABILITY:	
  Intellectual	
  Happin.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
 OCTALYSIS	
  PETAL	
  DIAGRAM:	
  8	
  Core	
  Drivers	
  of	
  Happiness	
  and	
  Corresponding	
  Game	
  Mechanics	
  
	
  

Big	
  Urgent	
  Market	
  Problem	
  (BUMP):	
  …………………………………………………………………………………………………………………..	
  
	
  

	
  

Vision/Job	
  To	
  Get	
  Done/Mo)va)on:	
  ……………………………………………………………………………..……………………………………………………………	
  

ACCOMPLISHMENT:	
  Physical	
  Happiness	
  
	
  
q Points	
  
q Win	
  Prize;	
  High	
  5	
  
	
  
q Badges	
  
q Crowning	
  
	
  
q Fixed	
  Ac9on	
  Rew.	
  q Level-­‐up	
  Sympho.	
  
	
  
q Leaderboard	
  
q Aura	
  Effect	
  
	
  
q Progress	
  Bar	
  
q Tutorial	
  
q Quest	
  Lists	
  
q Boss	
  Fights	
  
OWNERSHIP:	
  Physical	
  Happiness	
  
	
  
q Virtual	
  Goods	
  
q Earned	
  Lunch	
  
q Build	
  from	
  Scratch	
  
q Learning	
  Curve	
  
q Collec9on	
  Set	
   q Protec9on	
  
q Avatar	
  
q Recruitment	
  
q Monitoring	
  
SCARCITY:	
  Intellectual	
  Game	
  
	
  
q Appointment	
  
q Pa9ent	
  Feedback	
  
	
  
q Fixed	
  Intervals	
   q Countdown	
  
	
  
q Dangling	
  
q ThroMles	
  
	
  
q Price	
  Pacing	
  
	
  
q Moats	
  
	
  

	
  

MEANING:	
  Spiritual	
  Game	
  
	
  
q Narra9ve	
  
q Beginner’s	
  Luck	
  
q Eli9sm	
  
q Free	
  Lunch	
  
q Humanity	
  Hero	
   q Des9ny	
  Child	
  
q Higher	
  Meaning	
   q Co-­‐creator	
  

	
  
	
  
	
  
8	
  Core	
  Drivers/“Hiring”	
  Reasons	
  

(Based	
  on	
  Yu-­‐Kai	
  Chou’s	
  
Octalysis	
  Framework	
  of	
  8	
  Core	
  Drivers:	
  
hMp://www.yukaichou.com/
gamifica9on-­‐examples/octalysis-­‐
complete-­‐gamifica9on-­‐framework/)	
  
	
  
	
  
AVOIDANCE:	
  Emo7onal	
  Game	
  

	
  
q Sunk-­‐Cost	
  Tragedy	
  
q Status	
  Quo	
  Sloth	
  
	
  
q Progress	
  Loss	
  
q Scarlet	
  LeMer	
  
	
  
q FOMO	
  
	
  
q Visual	
  Grave	
  
	
  
q Evanescence	
  
q Weep	
  Tune	
  
	
   Opportunity	
  
	
  

EMPOWERMENT:	
  Spiritual	
  Game	
  
	
  
q Milestone	
  Unlock	
  q Instant	
  Feedback	
  
q Evergreen	
  
q Boosters	
  
q General’s	
  Carrot	
   q Blank	
  Fills	
  
q Real-­‐9me	
  Control	
  q Autonomy	
  
q Chain	
  Combos	
   q Choice	
  Percep9on	
  
SOCIAL	
  INFLUENCE:	
  Emo7onal	
  Game	
  
	
  
	
  
q Friending	
  
q Bragging	
  
q Gioing	
  
	
  
q Water	
  Cooler	
  
q Seesaw	
  Bump	
   q Thank	
  You-­‐Econ.	
  
	
  
	
  
q Group	
  Quest	
  
q Mentorship	
  
	
  
q Tou9ng	
  
q Social	
  Prod	
  
UNPREDICTABILITY:	
  Intellectual	
  Game	
  
	
  
q Growing	
  Choice	
   q Obvious	
  Wonder	
  
	
  
q Mini-­‐Quests	
  
q Rolling	
  Rewards	
  
	
  
q Visual	
  Stories	
  
q Mischief	
  
	
  
q Easter	
  Eggs	
  
q Sudden	
  Rewards	
  
	
  
q Random	
  Rewards	
  q Oracle	
  Effect	
  
	
  
	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
HAPPINESS	
  TRADE-­‐OFF	
  MAP	
  
Big	
  Urgent	
  Market	
  Problem	
  (BUMP):	
  …………………………………………………………………………………………………………………………	
  
Job	
  To	
  Get	
  Done	
  (Market/Goal/Mo9va9on):	
  ………………………………………………….………………………………………………………….	
  
Ideal	
  Final	
  Result	
  (IFR):	
  Insanely	
  Great	
  Experience	
  (Happiness)	
  or	
  Ideal	
  Minimum	
  Viable	
  Game	
  (MVG)	
  

(+):	
  DELIGHT:	
  	
  Learning	
  (Discovery)	
  
	
  

High	
  
(10)	
  

BLUE	
  OCEAN	
  
GAMIFICATION	
  
STRATEGY/	
  
GAMES	
  

RED	
  OCEAN	
  
GAMIFICATION	
  
STRATEGY/	
  
GAMES	
  

Low	
  
(1)	
  

Low	
  
(1)	
  

(-­‐):	
  PAIN:	
  Boredom

	
  

High	
  
(10)	
  
HAPPINESS	
  TRADE-­‐OFF	
  MAP	
  
Big	
  Urgent	
  Market	
  Problem	
  (BUMP):	
  …………………………………………………………………………………………………………………………	
  
Job	
  To	
  Get	
  Done	
  (Market/Goal/Mo9va9on):	
  ………………………………………………….………………………………………………………….	
  
Ideal	
  Final	
  Result	
  (IFR):	
  Insanely	
  Great	
  Experience	
  (Happiness)	
  or	
  Ideal	
  Minimum	
  Viable	
  Game	
  (MVG)	
  

(+):	
  DELIGHT:	
  	
  Learning	
  (Discovery)	
  
	
  

High	
  
(10)	
  

BLUE	
  OCEAN	
  
GAMIFICATION	
  
STRATEGY/	
  
GAMES	
  

RED	
  OCEAN	
  
GAMIFICATION	
  
STRATEGY/	
  
GAMES	
  

Low	
  
(1)	
  

Low	
  
(1)	
  

(-­‐):	
  PAIN:	
  Boredom

	
  

High	
  
(10)	
  
GAMIFIED	
  BUSINESS	
  MODEL	
  	
  

Holis1c	
  Tool	
  for	
  Applying	
  Evidence-­‐based	
  Management	
  to	
  Gamifica1on	
  Projects	
  
What	
  is	
  a	
  Gamified	
  Business	
  Model?	
  
A	
  Gamified	
  Business	
  Model	
  
Illustrates	
  
How	
  an	
  Organiza1on	
  Uses	
  
Game	
  Mo1va1on	
  Mechanisms	
  (GMM)	
  to	
  	
  	
  
Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  (Value)	
  
A	
  Gamified	
  Business	
  Model	
  consists	
  of	
  three	
  sub-­‐models:	
  
	
  
q  Provider’s	
  Happiness	
  Model:	
  Happiness	
  Crea7on	
  
q  Player’s	
  Happiness	
  Model:	
  Happiness	
  Delivery	
  
q  Performance	
  Happiness	
  Model:	
  Happiness	
  (Value)	
  Sharing	
  	
  
	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Level	
  
1 2 3 4 5

Vision/	
  
Job-­‐To-­‐Get-­‐Done	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

delivers	
  

requires	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

drives	
  

requires	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Level	
  

3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

1 2 3 4 5

Vision/	
  
Job-­‐To-­‐Get-­‐Done	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

delivers	
  

requires	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

drives	
  

requires	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

Inputs/Partners	
  
	
  
	
  
	
  

Gamified	
  Product/Service;	
  
Value	
  Proposi1on	
  
	
  
	
  

Cost	
  (Pain):	
  
“STICK”	
  
	
  
	
  

Internal	
  Resources	
  
	
  
	
  
	
  

Gamified	
  Channels	
  &	
  
Rela1onships	
  
	
  
	
  

Revenue	
  (Delight):	
  
“CARROT”	
  
	
  
	
  

Gamified	
  Processes/
Ac1vi1es/Goals	
  
	
  
	
  

Player/Gamer/Customer/	
  
Gamified	
  Job-­‐To-­‐Get-­‐Done	
  
q Player’s	
  Persona	
  
q Player’s	
  Hierarchy	
  of	
  Jobs	
  

PERFORMANCE	
  
(PROFIT;	
  VALUE)	
  
q E:	
  Engagement	
  
q A:	
  Acquisi9on	
  
q R:	
  Reten9on	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Level	
  

3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

1 2 3 4 5

Vision/	
  
Job-­‐To-­‐Get-­‐Done	
  

Inputs/Partners	
  
	
  
	
  
	
  
require(s)	
  

Internal	
  Resources	
  
	
  
	
  
	
  
require(s)	
  

requires	
  

Gamified	
  Product/Service;	
  
Value	
  Proposi1on	
  
	
  
	
  
affect(s)	
  

deliver(s)	
  

Gamified	
  Processes/
Ac1vi1es	
  
	
  
	
  

require(s)	
  

delight(s)	
  

Gamified	
  Channels	
  &	
  
Rela1onships	
  
	
  
	
  
require(s)	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

delight(s)	
  

Player/Gamer/Customer/	
  
Gamified	
  Job-­‐To-­‐Get-­‐Done	
  
q Player’s	
  Persona	
  
q Player’s	
  Hierarchy	
  of	
  Jobs	
  

requires	
  

Cost	
  (Pain):	
  
“STICK”	
  
	
  
	
  

Revenue	
  (Delight):	
  
“CARROT”	
  
	
  
	
  
drive(s)	
  

requires	
  

drives	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

(Problem-­‐Solu9on	
  Fit;	
  Product-­‐Market	
  Fit)	
  

delivers	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

delights	
  

PERFORMANCE	
  
(PROFIT;	
  VALUE)	
  
q E:	
  Engagement	
  
q A:	
  Acquisi9on	
  
q R:	
  Reten9on	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Level	
  

3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

1 2 3 4 5

Vision/	
  
Job-­‐To-­‐Get-­‐Done	
  

require(s)	
  

Gamified	
  Product/Service;	
  
Value	
  Proposi1on	
  
	
  
	
  
affect(s)	
  

Internal	
  Resources	
  
	
  
	
  
	
  
require(s)	
  

requires	
  

deliver(s)	
  

Gamified	
  Processes/
Ac1vi1es	
  
	
  
	
  

requires	
  

gamified	
  	
  E.A.R.	
  mechanisms	
  
require(s)	
  

delight(s)	
  

Gamified	
  Channels	
  &	
  
Rela1onships	
  
	
  
	
  

gamified	
  	
  E.A.R.	
  mechanisms	
  
require(s)	
  

delight(s)	
  

Player/Gamer/Customer/	
  
Gamified	
  Job-­‐To-­‐Get-­‐Done	
  
q Player’s	
  Persona	
  
q Player’s	
  Hierarchy	
  of	
  Jobs	
  

Cost	
  (Pain):	
  
“STICK”	
  
	
  
	
  

Revenue	
  (Delight):	
  
“CARROT”	
  
	
  
	
  

drive(s)	
  

Inputs/Partners	
  
	
  
	
  
	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

gamified	
  	
  E.A.R.	
  mechanism(s)	
  

requires	
  

drives	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

(Problem-­‐Solu9on	
  Fit;	
  Product-­‐Market	
  Fit)	
  

delivers	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

delights	
  

PERFORMANCE	
  
(PROFIT;	
  VALUE)	
  
q E:	
  Engagement	
  
q A:	
  Acquisi9on	
  
q R:	
  Reten9on	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Level	
  

	
  3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD:	
  Showing	
  the	
  Environment	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Happiness	
  Crea)on:	
  
PROVIDER	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

Happiness	
  Delivery:	
  
PLAYER	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

ENVIRONMENT	
  

1 2 3 4 5

Happiness	
  Sharing	
  (Profit):	
  
PERFORMANCE	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Level	
  

	
  3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD:	
  Showing	
  the	
  Global	
  Environment	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

1 2 3 4 5

Happiness	
  Crea)on:	
  
PROVIDER	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

Happiness	
  Delivery:	
  
PLAYER	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

Happiness	
  Sharing	
  (Profit):	
  
PERFORMANCE	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

Macro-­‐Economic	
  Influencers	
  (MEI):	
  Global	
  Economy	
  

Market	
  Ecosystem	
  (ME):	
  Demand	
  

Industry	
  Ecosystem	
  (IE):	
  Supply	
  

Key	
  Trends	
  &	
  Complementors	
  (KTC):	
  PESTLIED	
  (-­‐/+)	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Level	
  

	
  3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD:	
  Showing	
  the	
  Local	
  (Industry)	
  Environment	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

1 2 3 4 5

Happiness	
  Crea)on:	
  
PROVIDER	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

Happiness	
  Delivery:	
  
PLAYER	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

Happiness	
  Sharing	
  (Profit):	
  
PERFORMANCE	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

Threat	
  of	
  Subs1tute	
  Products	
  or	
  Services	
  

Bargaining	
  Power	
  of	
  Customers	
  

Bargaining	
  Power	
  of	
  Suppliers	
  

Threat	
  of	
  New	
  Entrants	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
LinkedIn’s	
  
Business	
  Model	
  Gamifica1on	
  

Evidence-­‐based	
  Management	
  for	
  Beger	
  Engaging,	
  Acquiring,	
  and	
  Retaining	
  Customers	
  
Systema1cally	
  Design	
  
For	
  
Business	
  Model	
  Happiness	
  
5	
  Gamifica1on	
  Design	
  Ques1ons	
  for	
  LinkedIN	
  	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

1. 	
  	
  WHY	
  Gamify?	
  
	
  

2. 	
  	
  WHO	
  to	
  Gamify	
  for?	
  
	
  
	
  

To	
  entertainingly	
  and	
  effec1vely	
  engage,	
  
acquire,	
  and	
  retain	
  more	
  customers	
  
Customers/Players:	
  [People]	
  who	
  want	
  …	
  but	
  …	
  
q  Professionals	
  
q  Recruiters	
  
q  Marketers	
  
q  Adver9sers	
  

3. 	
  	
  WHAT	
  to	
  Gamify?	
  

Tradi1onal	
  Product/Service:	
  linkedin.com	
  

4. 	
  	
  TO	
  WHAT	
  to	
  Gamify?	
  

Gamified	
  Product/Service:	
  linkedin.com	
  

	
  

	
  

5. 	
  	
  HOW	
  to	
  Gamify?	
  
Gamify	
  =	
  “Entertainingly	
  and	
  profitably	
  mo1vate,	
  learn,	
  solve	
  problem,	
  or	
  get	
  a	
  job	
  done”	
  

q  Gamifica7on	
  Pentagon	
  
q  Red	
  Ocean	
  Disrup7on	
  (ROD)	
  Game	
  
q  Customer	
  Gamifica)on	
  Pyramid	
  
q  3P-­‐Business	
  Model	
  Gameboard	
  
q  6	
  Jobs	
  of	
  Highly	
  Innova7ve	
  Teams	
  
q  Game	
  Mechanics,	
  Dynamics,	
  and	
  
	
  	
  	
  	
  	
  	
  	
  	
  Aesthe)cs:	
  Physical;	
  Mental;	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  Social;	
  Reputa)on	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Gamifica1on	
  Pentagon	
  for	
  LinkedIN	
  	
  

Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

WHY?	
  

HOW?	
  

q 
q 
q 
q 

Gamifica7on	
  Pentagon	
  
Customer	
  Gam.	
  Pyramid	
  
3P-­‐Bus.	
  Model	
  Gameboard	
  
DB-­‐MAIL	
  Cycle	
  

To	
  entertainingly	
  and	
  
effec1vely	
  engage,	
  acquire,	
  
and	
  retain	
  more	
  customers	
  

Customers/Players:	
  

Gamified	
  	
  
Product/Service:	
  
linkedin.com	
  

TO	
  
WHAT?	
  

WHO?	
  

[People]	
  who	
  want	
  …	
  but	
  …	
  

Professionals/Recruiters/
Marketer/Adver9sers	
  

Tradi1onal	
  
Product/Service:	
  
linkedin.com	
  
Conven)on	
  
(Present:	
  Red	
  Ocean/Job)	
  

WHAT?	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Game	
  Mechanisms	
  (Features)	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Customer	
  Gamifica1on	
  Pyramid	
  for	
  	
  
	
  	
  	
  	
  	
  
	
  

To	
  entertainingly	
  and	
  effec1vely	
  engage,	
  
acquire,	
  and	
  retain	
  more	
  customers	
  

Achiever	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Intrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

I:	
  INTELLECTUAL	
  Happiness	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  

Survivor	
  
Survival	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

Collabora7on	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

Customer/BUMP/Job	
  To	
  Get	
  Done:	
  Professionals/Recruiters/Marketers/Adver)sers	
  
	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Game	
  Mechanisms	
  (Features)	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Customer	
  Gamifica1on	
  Pyramid	
  for	
  	
  
	
  	
  	
  	
  	
  
	
  

To	
  entertainingly	
  and	
  effec1vely	
  engage,	
  
acquire,	
  and	
  retain	
  more	
  customers	
  

Achiever	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Intrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

I:	
  INTELLECTUAL	
  Happiness	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
Freemium	
  

Leaderboard	
  

Progress	
  Bar	
  

Survivor	
  
Survival	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

Collabora7on	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  Professionals/Recruiters/Marketers/Adver)sers	
  
	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Game	
  Mechanisms	
  (Features)	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Customer	
  Gamifica1on	
  Pyramid	
  for	
  	
  
	
  	
  	
  	
  	
  
	
  

To	
  entertainingly	
  and	
  effec1vely	
  engage,	
  
acquire,	
  and	
  retain	
  more	
  customers	
  

Achiever	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Intrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

I:	
  INTELLECTUAL	
  Happiness	
  
Real-­‐9me	
  Feedback/	
  
Updates/No9fica9ons	
  
Countdown	
  

Poll	
  
Vote	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
Freemium	
  

Leaderboard	
  

Progress	
  Bar	
  

Survivor	
  
Survival	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

Collabora7on	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  Professionals/Recruiters/Marketers/Adver)sers	
  
	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Game	
  Mechanisms	
  (Features)	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Customer	
  Gamifica1on	
  Pyramid	
  for	
  	
  
	
  	
  	
  	
  	
  
	
  

To	
  entertainingly	
  and	
  effec1vely	
  engage,	
  
acquire,	
  and	
  retain	
  more	
  customers	
  

Compe77on	
  
Profile	
  
Views	
  

E:	
  EMOTIONAL	
  Happiness	
  
No.	
  of	
  
Connec9ons	
  

Networking/Linking	
  
Endorse	
  

Like	
  
Share	
  

Comment	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
Real-­‐9me	
  Feedback/	
  
Updates/No9fica9ons	
  
Countdown	
  

Poll	
  
Vote	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
Freemium	
  

Leaderboard	
  

Progress	
  Bar	
  

Intrinsic	
  Mo9va9on	
  

Achiever	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Survivor	
  
Survival	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  Professionals/Recruiters/Marketers/Adver)sers	
  
	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Game	
  Mechanisms	
  (Features)	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Customer	
  Gamifica1on	
  Pyramid	
  for	
  	
  
	
  	
  	
  	
  	
  
	
  

To	
  entertainingly	
  and	
  effec1vely	
  engage,	
  
acquire,	
  and	
  retain	
  more	
  customers	
  

Personalize	
  

Influencers	
  

Flag	
  

Profile	
  
Views	
  

Achiever	
  
Compe77on	
  

E:	
  EMOTIONAL	
  Happiness	
  
No.	
  of	
  
Connec9ons	
  

Networking/Linking	
  
Endorse	
  

Like	
  
Share	
  

Comment	
  

Socializer	
  

q Social	
  Influence	
  
q Trouble	
  Avoidance	
  

Collabora7on	
  

I:	
  INTELLECTUAL	
  Happiness	
  
Real-­‐9me	
  Feedback/	
  
Updates/No9fica9ons	
  
Countdown	
  

Poll	
  
Vote	
  

Discoverer	
  
Explora7on	
  

P:	
  PHYSICAL	
  Happiness	
  
Freemium	
  

Leaderboard	
  

Progress	
  Bar	
  

Intrinsic	
  Mo9va9on	
  

Status/Reputa9on	
  

q Enlightenment	
  &	
  Meaning	
  
q Empowerment	
  

Survivor	
  
Survival	
  

q Scarcity	
  
q Surprise	
  &	
  
	
  	
  	
  	
  	
  Suspense	
  

Extrinsic	
  Mo9va9on	
  

S:	
  SPIRITUAL	
  Happiness	
  

8	
  Mo1va1onal	
  Factors	
  

q Ownership	
  
q Accomplish-­‐	
  
	
  	
  	
  	
  	
  ment	
  

Customer/Job	
  To	
  Get	
  Done/BUMP:	
  Professionals/Recruiters/Marketers/Adver)sers	
  
	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
HAPPINESS	
  TRADE-­‐OFF	
  MAP	
  FOR	
  	
  
Big	
  Urgent	
  Market	
  Problem	
  (BUMP):	
  Professionals	
  around	
  the	
  world	
  are	
  not	
  connected	
  and	
  are	
  working	
  inefficiently	
  
Job	
  To	
  Get	
  Done	
  (Market/Goal/Mo9va9on):	
  Connect	
  the	
  world’s	
  professionals	
  to	
  make	
  them	
  more	
  produc7ve	
  and	
  successful	
  
Ideal	
  Final	
  Result	
  (IFR):	
  Insanely	
  Great	
  Experience	
  (Happiness)	
  or	
  Ideal	
  Minimum	
  Viable	
  Game	
  (MVG)	
  

(+):	
  DELIGHT:	
  	
  Learning	
  (Discovery)	
  
	
  

High	
  
(10)	
  

BLUE	
  OCEAN	
  
GAMIFICATION	
  
STRATEGY/	
  
GAMES	
  

RED	
  OCEAN	
  
GAMIFICATION	
  
STRATEGY/	
  
GAMES	
  

Low	
  
(1)	
  

Low	
  
(1)	
  

(-­‐):	
  PAIN:	
  Boredom

	
  

High	
  
(10)	
  
HAPPINESS	
  TRADE-­‐OFF	
  MAP	
  FOR	
  	
  
Big	
  Urgent	
  Market	
  Problem	
  (BUMP):	
  Professionals	
  around	
  the	
  world	
  are	
  not	
  connected	
  and	
  are	
  working	
  inefficiently	
  
Job	
  To	
  Get	
  Done	
  (Market/Goal/Mo9va9on):	
  Connect	
  the	
  world’s	
  professionals	
  to	
  make	
  them	
  more	
  produc7ve	
  and	
  successful	
  
Ideal	
  Final	
  Result	
  (IFR):	
  Insanely	
  Great	
  Experience	
  (Happiness)	
  or	
  Ideal	
  Minimum	
  Viable	
  Game	
  (MVG)	
  

(+):	
  DELIGHT:	
  	
  Learning	
  (Discovery)	
  
	
  

High	
  
(10)	
  

BLUE	
  OCEAN	
  
GAMIFICATION	
  
STRATEGY/	
  
GAMES	
  

RED	
  OCEAN	
  
GAMIFICATION	
  
STRATEGY/	
  
GAMES	
  

Low	
  
(1)	
  

Low	
  
(1)	
  

(-­‐):	
  PAIN:	
  Boredom

	
  

High	
  
(10)	
  
3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD	
  

Level	
  

	
  BUMP:	
  Professionals	
  around	
  the	
  world	
  a	
  re	
  not	
  connected	
  and	
  are	
  working	
  inefficiently	
  

1 2 3 4 5

Vision/	
  
Job-­‐To-­‐Get-­‐Done	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

delivers	
  

requires	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

drives	
  

requires	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Level	
  

3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD	
  

	
  BUMP:	
  Professionals	
  around	
  the	
  world	
  a	
  re	
  not	
  connected	
  and	
  are	
  working	
  inefficiently	
  

1 2 3 4 5

Vision/	
  
Job-­‐To-­‐Get-­‐Done	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

delivers	
  

requires	
  

Inputs/Partners	
  

q Content	
  Providers	
  
q Slideshare	
  
q Pulse	
  
q Equix	
  

Internal	
  Resources	
  

q Staff	
  
q Brand;	
  IP	
  
q IT	
  Plaporm/Infrastructure	
  

Gamified	
  Processes/Ac1v.	
  

q  Recruitment	
  &	
  Training	
  Gam.	
  
q  Product/Service	
  Gamifica9on	
  
q  Marke9ng/Sales/Branding	
  Gam	
  
q  Business	
  Model	
  Gamifica9on	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

drives	
  

requires	
  

Gamified	
  Product/Service;	
  
Value	
  Proposi1on	
  

q Connect	
  the	
  world’s	
  pro-­‐
fessionals	
  to	
  make	
  them	
  more	
  
produc7ve	
  and	
  successful	
  

Gamified	
  Channels	
  &	
  
Rela1onships	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  
Cost	
  (Pain)	
  

q Product	
  Development	
  
q IT	
  Plaporm	
  
q Marke9ng	
  &	
  Sales	
  
q Admin	
  

Revenue	
  (Delight)	
  

q Linkedin.com	
  
q Field	
  Sales	
  Force	
  

q Paid	
  Membership	
  
q Ads:	
  Job/Visual/Text	
  
q Recruitment	
  Services	
  
	
  

Player/Gamer/Customer/	
  
Gamified	
  Job-­‐To-­‐Get-­‐Done	
  

PERFORMANCE	
  
(PROFIT;	
  VALUE)	
  

q Professional/Recruiter/	
  
Marketers/Adver9sers	
  
q Player’s	
  Hierarchy	
  of	
  Jobs	
  

q E:	
  Engagement	
  
q A:	
  Acquisi9on	
  
q R:	
  Reten9on	
  (Loyalty)	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Level	
  

3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD	
  

	
  BUMP:	
  Professionals	
  around	
  the	
  world	
  a	
  re	
  not	
  connected	
  and	
  are	
  working	
  inefficiently	
  

1 2 3 4 5

Vision/	
  
Job-­‐To-­‐Get-­‐Done	
  

Inputs/Partners	
  

q Content	
  Providers	
  
q Slideshare	
  
q Pulse	
  
q Equix	
  
require(s)	
  

affect(s)	
  

Internal	
  Resources	
  

q Staff	
  
q Brand;	
  IP	
  
q IT	
  Plaporm/Infrastructure	
  
require(s)	
  

deliver(s)	
  

Gamified	
  Processes/Ac1v.	
  

q  Recruitment	
  &	
  Training	
  Gam.	
  
q  Product/Service	
  Gamifica9on	
  
q  Marke9ng/Sales/Branding	
  Gam	
  
q  Business	
  Model	
  Gamifica9on	
  

requires	
  

Gamified	
  Product/Service;	
  
Value	
  Proposi1on	
  

q Connect	
  the	
  world’s	
  pro-­‐
fessionals	
  to	
  make	
  them	
  more	
  
produc7ve	
  and	
  successful	
  
require(s)	
  

delight(s)	
  

Gamified	
  Channels	
  &	
  
Rela1onships	
  
q Linkedin.com	
  
q Field	
  Sales	
  Force	
  
require(s)	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

delight(s)	
  

Player/Gamer/Customer/	
  
Gamified	
  Job-­‐To-­‐Get-­‐Done	
  
q Professional/Recruiter/	
  
Marketers/Adver9sers	
  
q Player’s	
  Hierarchy	
  of	
  Jobs	
  

Cost	
  (Pain)	
  
requires	
  

q Product	
  Development	
  
q IT	
  Plaporm	
  
q Marke9ng	
  &	
  Sales	
  
q Admin	
  

Revenue	
  (Delight)	
  

q Paid	
  Membership	
  
q Ads:	
  Job/Visual/Text	
  
q Recruitment	
  Services	
  
	
  
drive(s)	
  

requires	
  

drives	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

(Problem-­‐Solu9on	
  Fit;	
  Product-­‐Market	
  Fit)	
  

delivers	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

delights	
  

PERFORMANCE	
  
(PROFIT;	
  VALUE)	
  

q E:	
  Engagement	
  
q A:	
  Acquisi9on	
  
q R:	
  Reten9on	
  (Loyalty)	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Level	
  

3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD	
  

	
  BUMP:	
  Professionals	
  around	
  the	
  world	
  a	
  re	
  not	
  connected	
  and	
  are	
  working	
  inefficiently	
  

1 2 3 4 5

Vision/	
  
Job-­‐To-­‐Get-­‐Done	
  

q Content	
  Providers	
  
q Slideshare	
  
q Pulse	
  
q Equix	
  
require(s)	
  

affect(s)	
  

Internal	
  Resources	
  

q Staff	
  
q Brand;	
  IP	
  
q IT	
  Plaporm/Infrastructure	
  
require(s)	
  

deliver(s)	
  

Gamified	
  Processes/Ac1v.	
  

q  Recruitment	
  &	
  Training	
  Gam.	
  
q  Product/Service	
  Gamifica9on	
  
q  Marke9ng/Sales/Branding	
  Gam	
  
q  Business	
  Model	
  Gamifica9on	
  

requires	
  

Gamified	
  Product/Service;	
  
Value	
  Proposi1on	
  

q Connect	
  the	
  world’s	
  pro-­‐
fessionals	
  to	
  make	
  them	
  more	
  
produc7ve	
  and	
  successful	
  

Cost	
  (Pain)	
  
requires	
  

gamified	
  	
  E.A.R.	
  mechanisms	
  
require(s)	
  

delight(s)	
  

Gamified	
  Channels	
  &	
  
Rela1onships	
  
q Linkedin.com	
  
q Field	
  Sales	
  Force	
  

gamified	
  	
  E.A.R.	
  mechanisms	
  
require(s)	
  

delight(s)	
  

Player/Gamer/Customer/	
  
Gamified	
  Job-­‐To-­‐Get-­‐Done	
  
q Professional/Recruiter/	
  
Marketers/Adver9sers	
  
q Player’s	
  Hierarchy	
  of	
  Jobs	
  

q Product	
  Development	
  
q IT	
  Plaporm	
  
q Marke9ng	
  &	
  Sales	
  
q Admin	
  

Revenue	
  (Delight)	
  

q Paid	
  Membership	
  
q Ads:	
  Job/Visual/Text	
  
q Recruitment	
  Services	
  
	
  

drive(s)	
  

Inputs/Partners	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

gamified	
  	
  E.A.R.	
  mechanism(s)	
  

requires	
  

drives	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

(Problem-­‐Solu9on	
  Fit;	
  Product-­‐Market	
  Fit)	
  

delivers	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

delights	
  

PERFORMANCE	
  
(PROFIT;	
  VALUE)	
  

q E:	
  Engagement	
  
q A:	
  Acquisi9on	
  
q R:	
  Reten9on	
  (Loyalty)	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Level	
  

3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD:	
  Showing	
  the	
  Environment	
  

	
  BUMP:	
  Professionals	
  around	
  the	
  world	
  a	
  re	
  not	
  connected	
  and	
  are	
  working	
  inefficiently	
  

Happiness	
  Crea)on:	
  
PROVIDER	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

Happiness	
  Delivery:	
  
PLAYER	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

ENVIRONMENT	
  

1 2 3 4 5

Happiness	
  Sharing	
  (Profit):	
  
PERFORMANCE	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Level	
  

3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD:	
  Showing	
  the	
  Global	
  Environment	
  
	
  BUMP:	
  Professionals	
  around	
  the	
  world	
  a	
  re	
  not	
  connected	
  and	
  are	
  working	
  inefficiently	
  

1 2 3 4 5

Happiness	
  Crea)on:	
  
PROVIDER	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

Happiness	
  Delivery:	
  
PLAYER	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

Happiness	
  Sharing	
  (Profit):	
  
PERFORMANCE	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

Macro-­‐Economic	
  Influencers	
  (MEI):	
  Global	
  Economy	
  

Market	
  Ecosystem	
  (ME):	
  Demand	
  

Industry	
  Ecosystem	
  (IE):	
  Supply	
  

Key	
  Trends	
  &	
  Complementors	
  (KTC):	
  PESTLIED	
  (-­‐/+)	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Level	
  

3P-­‐BUSINESS	
  MODEL	
  GAMEBOARD:	
  Showing	
  the	
  Industry	
  Environment	
  
	
  BUMP:	
  Professionals	
  around	
  the	
  world	
  a	
  re	
  not	
  connected	
  and	
  are	
  working	
  inefficiently	
  

1 2 3 4 5

Happiness	
  Crea)on:	
  
PROVIDER	
  

P:	
  PROVIDER’S	
  
HAPPINESS	
  
MODEL	
  

Happiness	
  Delivery:	
  
PLAYER	
  

P:	
  PLAYER’S	
  
HAPPINESS	
  
MODEL	
  

Happiness	
  Sharing	
  (Profit):	
  
PERFORMANCE	
  

P:	
  PERFORMANCE	
  
HAPPINESS	
  
MODEL	
  

Threat	
  of	
  Subs1tute	
  Products	
  or	
  Services	
  

Bargaining	
  Power	
  of	
  Customers	
  

Bargaining	
  Power	
  of	
  Suppliers	
  

Threat	
  of	
  New	
  Entrants	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Bonus	
  
Welcome	
  to	
  
The	
  Happiness	
  Experience	
  Economy	
  
(HEE)	
  
	
  
What	
  is	
  Gamifica1on?	
  
Gamifica1on	
  	
  
Involves	
  
Con7nuously	
  Using	
  	
  
Game	
  Mo1va1on	
  Mechanisms	
  (GMM)	
  to	
  	
  
Entertainingly	
  and	
  Profitably	
  Discover	
  as	
  well	
  as	
  Solve	
  	
  
Big	
  Urgent	
  Market	
  Problems	
  (BUMPs)	
  
As	
  Well	
  As	
  
Help	
  a	
  Player/Customer	
  to	
  Get	
  a	
  Cri9cal	
  Job	
  Done	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
What	
  is	
  Business	
  Model	
  Gamifica1on?	
  

Business	
  Model	
  Gamifica1on	
  	
  
Involves	
  	
  
A	
  Con1nuous	
  Experiment	
  
That	
  Uses	
  
Game	
  Mo1va1on	
  Mechanisms	
  (GMM)	
  to	
  	
  	
  
Entertainingly	
  and	
  Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  
(Value)	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Gamified	
  Problem	
  Solver:	
  8	
  BUILDING	
  BLOCKS	
  OF	
  A	
  GAME	
  OR	
  GAMIFIED	
  PROJECT	
  
	
  

Big	
  Urgent	
  Market	
  Problem	
  (BUMP):	
  …………………………………………………………………………………………………………………..	
  
	
  

	
  

Vision/Job	
  To	
  Get	
  Done/Mo)va)on:	
  ……………………………………………………………………………..……………………………………………………………	
  

CHALLENGE:	
  QUEST/CONTEST	
  
	
  
	
  
	
  
	
  
	
  

PLAYERS:	
  CAST/ACTORS/TEAM	
  
	
  

SCOPE:	
  LEVEL/MISSION/GOAL	
  
	
  

RESOURCES:	
  GEAR/PROPS/TOOLS	
  
	
  

RULES:	
  MOVES/WIN/LOSS	
  
	
  

	
  
	
  
	
  
	
  
	
  

ADDED	
  VALUE:	
  PRIZE/REWARD	
  
	
  

DURATION	
  
	
  

	
  

	
  

	
  
	
  
	
  
	
  
	
  

	
  
	
  
	
  
	
  
	
  

TRIGGERS/MECHANICS/GMM	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Gamified	
  Problem	
  Solver:	
  8	
  BUILDING	
  BLOCKS	
  OF	
  A	
  GAME	
  OR	
  GAMIFIED	
  PROJECT	
  
	
  

Big	
  Urgent	
  Market	
  Problem	
  (BUMP):	
  …………………………………………………………………………………………………………………..	
  
	
  

	
  

Vision/Job	
  To	
  Get	
  Done/Mo)va)on:	
  ……………………………………………………………………………..……………………………………………………………	
  

CHALLENGE:	
  QUEST/CONTEST	
  
	
  
	
  
	
  
	
  
	
  

PLAYERS:	
  CAST/ACTORS/TEAM	
  
	
  

SCOPE:	
  LEVEL/MISSION/GOAL	
  
	
  

RULES:	
  MOVES/WIN/LOSS	
  

	
  
PLAYER’S	
  JOURNEY	
  (PHASES)	
  
q  Discovery	
  (for	
  Prospec7ve	
  Players)	
  
q  Onboarding	
  (for	
  Beginners/Novices)	
  
q  Scaffolding	
  (for	
  Regulars)	
  
q  Endgame	
  (for	
  Experts)	
  

ADDED	
  VALUE:	
  PRIZE/REWARD	
  
	
  

DURATION	
  
	
  

	
  

	
  

	
  
	
  
	
  
	
  
	
  

RESOURCES:	
  GEAR/PROPS/TOOLS	
  
	
  

	
  
	
  
	
  
	
  
	
  

TRIGGERS/MECHANICS/GMM	
  
	
  
q 
q 
q 
q 
q 
q 

Real-­‐9me	
  No9fica9ons;	
  Updates	
  
Progress	
  Bar;	
  Timer	
  (Countdown)	
  
Points;	
  Bonuses;	
  Ribbons;	
  Penal9es	
  
Badges;	
  Creden9als;	
  Trophies;	
  Status	
  
Leaderboards;	
  Rankings;	
  Levels	
  
Gios;	
  Goods;	
  Praise;	
  Endorsements	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
Gamified	
  Products,	
  Services,	
  and	
  Business	
  Models	
  
Should	
  Be	
  C.A.R.E.F.U.L.	
  

C	
  

Compelling	
  

A	
   Addic9ve	
  
R	
  

Rewarding	
  

E	
  

Exci9ng	
  

F	
  

Func9onal	
  

U	
   Unique	
  
L	
  

Lighthearted	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
C.A.R.E.F.U.L.	
  Game	
  Scorecard	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  Happiness	
  

Ideal	
  Gamified	
  Object	
  
(Product/Service/
Business	
  Model)	
  

C:	
  Compelling	
  
10	
  
L:	
  
Lighthearted	
  

8	
  
6	
  

A:	
  Addic9ve	
  

4	
  
2	
  
0	
  
U:	
  Unique	
  

F:	
  Func9onal	
  

R:	
  Rewarding	
  

E:	
  Exci9ng	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
The	
  Evolu9on	
  of	
  Business	
  Model	
  Gamifica1on	
  

3	
  
2	
  
Where	
  must	
  we	
  go?	
  

1	
  
Where	
  currently	
  are	
  we?	
  

Business	
  Model	
  
DOCUMENTATION	
  	
  

Serious	
  
Business	
  Model	
  
INNOVATION	
  

How	
  should	
  we	
  get	
  there?	
  

Gamified	
  
Business	
  Model	
  
INNOVATION	
  

	
  
#4ROD.	
  Dr.	
  Rod	
  King.	
  rodkuhnhking@gmail.com	
  &	
  hep://businessmodels.ning.com	
  &	
  hep://twieer.com/RodKuhnKing	
  
The	
  Ul1mate	
  Purpose	
  of	
  
Business	
  Model	
  Gamifica1on	
  
Is	
  to	
  
Profitably	
  Create,	
  Deliver,	
  and	
  Share	
  
Happiness	
  
Every	
  Job,	
  Process,	
  and	
  Product	
  
Will	
  Eventually	
  Be	
  Gamified	
  
Our	
  Des1ny	
  
Is	
  To	
  Be	
  
Infinitely	
  Happy	
  

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ROD's 5 Gamification Design Questions: A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

  • 1.       ROD  U       Profitably  Create,  Deliver,  and  Share  Happiness   Unified  Business  Model  Gamifica1on   A  New  and  Proven  Strategy  to   Massively  Engage,  Acquire,  and  Retain  Customers   Dr.  Rod  King   Pioneer  and  Architect  of  Business  Model  Gamifica7on  
  • 2. Gamifica1on  Problems,  Consequences,  and  Solu1on   PROBLEMS  &  CAUSES   CONSEQUENCES   q  Many  Change  Management  projects  fail   q  Unprofitable  Change  Management  projects   q  It’s  becoming  very  tough  to  mo1vate  customers   and  employees  to  get  desired  jobs  done   q  Unprofitable  Gamifica1on  projects     q  Inadequate  understanding,  planning,  execu1on,     and  management  of  a  Strategy  of  Business   Model  Gamifica1on   q  Piecemeal  approach  to  gamifica1on:   No  common  or  unified  framework  for   systema9cally  documen9ng,  planning,   execu9ng,  and  managing  gamifica9on  projects     q  Nega1ve  Return  On  Investment  (ROI)   q  Waste  of  1me,  money,  and  other  resources  in   gamifica1on  projects     q  “By  2014,  80  percent  of  current  gamified   applica1ons  will  fail  to  meet  business  objec1ves   primarily  due  to  poor  design”                Gartner   q  Too  many  fragmented  tools  are  used  in   gamifica1on  projects   q  Predominant  focus  on  the  “How?”  (tac1cs/                  game  mechanics)  rather  than  the  “Why?”                  (strategy/core  drivers)  of  human  and                  business  mo1va1on   SOLUTION   q  Strategy  of  Unified  Business  Model  Gamifica1on:  Holis1c  approach  for  understanding,  documen1ng,  and   managing  projects  on  Business  Model  Gamifica1on  as  well  as  Gamified  Change  Management   Simple  internal  integra9on  of  gamifica9on  frameworks,  tools,  and  ideas  as  well  as  external  integra9on   with  frameworks,  tools,  and  ideas  of  Business  Strategic  Management  
  • 3. Basic  Defini1ons  in  Business  Model  Gamifica1on     Business  Model  Gamifica7on  =  Gamified  Business  Model  Innova7on  =  Gamified  Change  Management   GAMIFY   “Entertainingly  and  Profitably   Mo)vate  and/or  Change   Especially  Using   Game  Mo)va)on  Mechanisms”   GAMIFICATION   “Entertaining  and  Profitable   Mo)va)on  and/or  Change   Especially  Using   Game  Mo)va)on  Mechanisms”  
  • 4. Business  Model  Gamifica1on     Involves     A  Con1nuous  Experiment   That  Uses   Game  Mo1va1on  Mechanisms  (GMM)  to       Entertainingly  and  Profitably  Create,  Deliver,  and  Share  Happiness   (Value)  
  • 5. Companies  Successfully  Applying  a  Strategy  of  BUSINESS  MODEL  GAMIFICATION           Business  Model  Gamifica7on  =  Gamified  Business  Model  Innova7on  =  Gamified  Change  Management                                                           TwiMer                             Companies  Successfully               Applying             A  Strategy  of           BUSINESS  MODEL             GAMIFICATION       Starbucks                                                                   Nike                                     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 6. Systema1cally  Understand,  Document,   and   Manage  Projects   On   Business  Model  Gamifica1on  
  • 7. 5  Ques1ons   Of   Unified  Business  Model  Gamifica1on  
  • 8. ROD’s  5  Gamifica1on  Design  Ques1ons   Profitably  Create,  Deliver,  and  Share  Happiness   1.     WHY  Gamify?   2.     WHO  to  Gamify  for?   3.     WHAT  to  Gamify?   4.     TO  WHAT  to  Gamify?   5.     HOW  to  Gamify?   Gamify  =  “Entertainingly  and  profitably  mo1vate,  learn,  solve  problem,  or  get  a  job  done”     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 9. Ideas  and  Tools  for  Answering   The  5  Ques9ons   Of   Unified  Business  Model  Gamifica9on  
  • 10. ROD’s  5  Gamifica1on  Design  Ques1ons   Profitably  Create,  Deliver,  and  Share  Happiness   1.     WHY  Gamify?   Yu-­‐Kai  Chou   2.     WHO  to  Gamify  for?   Richard  Bartle   3.     WHAT  to  Gamify?   Amy  Jo  Kim   Octalysis  Framework   Bartle  Player  Types   Social  Engagement  Verbs   4.     TO  WHAT  to  Gamify?   5.     HOW  to  Gamify?   Gamify  =  “Entertainingly  and  profitably  mo1vate,  learn,  solve  problem,  or  get  a  job  done”     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 11. ROD’s  5  Gamifica1on  Design  Ques1ons   Profitably  Create,  Deliver,  and  Share  Happiness   1.     WHY  Gamify?   Yu-­‐Kai  Chou   2.     WHO  to  Gamify  for?   Richard  Bartle   3.     WHAT  to  Gamify?   Amy  Jo  Kim   4.     TO  WHAT  to  Gamify?   Octalysis  Framework   Bartle  Player  Types   Social  Engagement  Verbs   Visionary  Gamified  Business  Model   q  Gamifica7on  Pentagon   q  Red  Ocean  Disrup7on  (ROD)  Game   q  Customer  Gamifica7on  Pyramid   q  3P-­‐Business  Model  Gameboard   q  6  Jobs  of  Highly  Innova7ve  Teams   q  Game  Mechanics,  Dynamics,  and       Gamify  =  “Entertainingly  and  profitably  mo1vate,  learn,  solve  problem,  or  get  a  job  done”              Aesthe7cs:  Physical;  Mental;                    Social;  Reputa7on     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing   5.     HOW  to  Gamify?  
  • 12. GAMIFICATION  PENTAGON:  Visual  Worksheet  for  Itera9vely  Answering  the  5  Gamifica9on  Design  Ques9ons     Profitably  Create,  Deliver,  and  Share  Happiness   WHY?   WHO?   HOW?   Object/   Topic   TO   WHAT?   Conven)on   (Present:  Red  Ocean/Job)   WHAT?     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 13. GAMIFICATION  PENTAGON:  Visual  Worksheet  for  Itera9vely  Answering  the  5  Gamifica9on  Design  Ques9ons     Profitably  Create,  Deliver,  and  Share  Happiness   WHY?   Problem-­‐Solving  Cycle   q  D:  Define   q  B:  Build   q  M:  Measure   q  A:  Analyze   q  I:  Improve   q  L:  Learn   HOW?   Blue  Ocean     Gamifica1on  Model/   Behavior/Habit   WHO?   Business   Model   Red  Ocean     Gamifica1on  Model/   Behavior/Habit   TO   WHAT?   Conven)on   (Present:  Red  Ocean/Job)   WHAT?     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 14. GAMIFICATION  PENTAGON:  How  Dick  Fosbury  Disrupted  the  High  Jump  Game   Profitably  Create,  Deliver,  and  Share  Happiness   WHY?   Problem-­‐Solving  Cycle   q  D:  Define   q  B:  Build   q  M:  Measure   q  A:  Analyze   q  I:  Improve   q  L:  Learn   HOW?   Bring  Honor  to  Country   Set  a  world  record  at  the   Olympic  Games   WHO?   HIGH   JUMP   Dick  Fosbury,   Game  Changer   TO   WHAT?   Conven)on   (Present:  Red  Ocean/Job)   WHAT?     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 15. APPLE’S  GAMIFICATION  PENTAGON:  How  Apple/Steve  Jobs  Disrupted  the  Music  Game   Profitably  Create,  Deliver,  and  Share  Happiness   WHY?   Problem-­‐Solving  Cycle   q  D:  Define   q  B:  Build   q  M:  Measure   q  A:  Analyze   q  I:  Improve   q  L:  Learn   HOW?   Empowerment  &  Happiness   “Think  Different”   WHO?   Classic  iPod:   (“A  Thousand  Songs   In  Your  Pocket”)   TO   WHAT?   Conven)on   (Present:  Red  Ocean/Job)   WHAT?     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 16. 6  Jobs  of  Highly  Innova1ve  Teams   (Problem-­‐Solving  Cycle  of  “DB-­‐MAIL”)   Round:  .....   Problem   Definer   Solu1on   Builder   D   B   Object   (Topic/   Logo)   Value   L   Learner   Solu1on   Improver   I   M A   Problem   Measurer   Problem   Analyzer     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 17. 6  Jobs  of  Highly  Innova1ve  Teams   (Problem-­‐Solving  Cycle  of  “DB-­‐MAIL”)   Round:  .....   Problem   Definer   D   Value   L   Learner   Solu1on   Builder   B   Define  Problem   Define/sketch  customer   Make  field  visits;  Network      Observe  anomalies,            pains  &  trade-­‐offs            Ques9on  ecosystem                       Learn  What’s  Valued  Explore  in   Build  Solu1on                   What  to  learn/share        space/9me   Set  goals/strategies   Evaluate  (-­‐/+);  Monitor   Brainstorm  specs/propn.   Reflect:  Lesson  Learned   Idealize;  Use  “What  if?”   Tell  stories;  “Pitch”   Analogize;  Experiment   Object   Summarize   Prototype  tool;  Pilot   (Topic/   Improve  Solu1on   Measure  Problem   Logo)   Resolve  trade-­‐offs   Measure  impacts   Do  mul9level  thinking   Collect  data/info   Transform;  Disrupt   Quan9fy  rela9onships      Role-­‐play;  Simplify   Confirm  channels          Implement  tac9cs   Verify/Validate    Analyze  Problem   Analyze  data/info   Categorize  inputs   Model  process/system   Structure/Classify  outputs   Display  cri9cal  thinking   Solu1on   Improver   M I   A   Problem   Measurer   Problem   Analyzer     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 18. PROJECT  TEAM     Date:  …………………………....   Project  Descrip1on:   TEAM   MEMBER   Problem   Definer   Solu1on   Builder   Problem   Measurer   Problem   Analyzer   Solu1on   Improver   Value   Learner                                             #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 19. PROJECT  JOURNAL   (Problem-­‐Solving  Cycle  of  “DB-­‐MAIL”)   Round:  .....   Date:  …………………………....   Why?  ………………………………………………………………………………………………………….…………………………………………………………..…………………..…..……   Who?  …..…………………………………………………………………….………………………………………………….….……….………..……………………………..…………..……   What?  ……..…………..……..……………………………………………………………………………………………………………………………..…….…………………………….……   To  What?  ………………………………………………………………………………………………….…………………………………….…………………………………………………..   Project  Team:  …………………………………………….…………..…….…………..…….……………………...………………………….……………………………………………..     PROBLEM   DEFINER   SOLUTION   (PROTOTYPE)   BUILDER   PROBLEM   MEASURER   PROBLEM   ANALYZER   SOLUTION   IMPROVER   VALUE   LEARNER                             #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 20. LEADERBOARD     Date:  …………………………....   Project  Descrip1on:   NAME  OF   PROJECT  TEAM   ROUND   1   ROUND   2   ROUND   3   ROUND   4   ROUND   …                                             #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 21. Customer  Gamifica1on  Pyramid   How  to  Simply  Engage,  Acquire,  and  Retain  More  Customers  
  • 22. Customer  Gamifica1on  Pyramid:  8  Core  Drivers  of  Unhappy  People,  Products,  and  Workplaces   Profitably  Create,  Deliver,  and  Share  Happiness   Drivers  of  Unhappiness   S:  SPIRITUAL  Unhappiness   q Powerlessness   q Low  Self-­‐esteem   q Iden9ty  Crisis   q Incompetence/Unskilled   (Constraints/Barriers/Obstacles)   q Injus9ce/Selfishness   q Disunity/Hopelessness   q Society’s  Deteriora9on   q Being  Unrecognized   Achiever   Compe77on   E:  EMOTIONAL  Unhappiness   q Loneliness/Lack  of  Support   q Rejec9on/Being  Bullied   q Miscommunica9on   q Feeling  Unloved/Unwanted   q Apathy/Ugliness   q No  Romance   q Poor  Exchanges   q Egocentrism   q No  Big-­‐picture  Sense  or  Meaning   q Disempowerment  &  Low  Status   Socializer   q No  Social  Influence   q Trouble/Conflict/Fights   Collabora7on   I:  INTELLECTUAL  Unhappiness   q Ignorance/Mental  Block   q Boredom/Delay   q Confusion/Complexity   q Chaos/Being  Lost   q Indecision/Doubt   q Secrets/Mystery   q Uncertainty   q Inaccessibility   Discoverer   q Info  Overload   q Mundaneness   Explora7on   P:  PHYSICAL  Unhappiness   q Fear/Tension   q Hunger/Waste   q Fa9gue/Stress   q Sickness/Death   q Physical  Pain   q Poverty/Debt   q Physical  Craving   q Danger   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q No  Sign  of            Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 23. The  Ul1mate  Purpose  of  Gamifica1on   Is   THE  PURSUIT  OF  HAPPINESS:   To  Profitably  Create,  Deliver,  and  Share   Happiness  
  • 24. Customer  Gamifica1on  Pyramid:  Template  for  “Body,  Mind,  Heart,  and  Spirit”  Happiness    Profitably  Create,  Deliver,  and  Share  Happiness     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 25. Customer  Gamifica1on  Pyramid:  The  4  Building  Blocks  of  Happiness    Profitably  Create,  Deliver,  and  Share  Happiness   S:  SPIRITUAL  Happiness   Achiever   Mo1va1onal  Factors   (Desires/Ideals)   Compe77on   E:  EMOTIONAL  Happiness   Socializer   Collabora7on   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 26. Customer  Gamifica1on  Pyramid:  The  4  Building  Blocks  of  Happiness    Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   Compe77on   E:  EMOTIONAL  Happiness   Socializer   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Extrinsic  Mo9va9on   Collabora7on   Survival   Customer/Job  To  Get  Done/BUMP:     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 27. Customer  Gamifica1on  Pyramid:  Tac9cal  Mo9vators  (Value  Factors;  Core  Drivers;  Proposi9ons)   Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   q Status/Power;  Mastery   q Customiza7on;  Fun;  Flow   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Design/Aesthe7cs   q Interac7vity   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Novelty   q Simplicity/            Accessibility/            Convenience   Extrinsic  Mo9va9on   Collabora7on   q Performance   q Price  (Cost)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 28. Customer  Gamifica1on  Pyramid:  Strategic  Mo9vators  (Value  Factors;  Core  Drivers;  Proposi9ons)   Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Collabora7on   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 29. Customer  Gamifica1on  Pyramid:  Games  for  “Body,  Mind,  Heart,  and  Spirit”  Happiness    Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   Compe77on   E:  EMOTIONAL  Games   Socializer   Intrinsic  Mo9va9on   S:  SPIRITUAL  Games   Mo1va1onal  Factors   I:  INTELLECTUAL  Games   Discoverer   Explora7on   P:  PHYSICAL  Games   Survivor   Extrinsic  Mo9va9on   Collabora7on   Survival   Customer/Job  To  Get  Done/BUMP:     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 30. Customer  Gamifica1on  Pyramid:  Elements  of  the  Happiness  Quo9ent  (HQ)    Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   Compe77on   EMOTIONAL  Quo9ent  (EQ)     Socializer   Intrinsic  Mo9va9on   SPIRITUAL  Quo9ent  (SQ)     Mo1va1onal  Factors   INTELLECTUAL  Quo9ent  (IQ)   Discoverer   Explora7on   PHYSICAL  Quo9ent  (PQ)   Survivor   Extrinsic  Mo9va9on   Collabora7on   Survival   Customer/Job  To  Get  Done/BUMP:     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 31. Customer  Gamifica1on  Pyramid:  Habits  of  Player  Archetypes    Profitably  Create,  Deliver,  and  Share  Happiness   driven   Mo1va1onal  Factors   Intrinsic  Mo9va9on   SPIRITUAL  Quo9ent  (SQ)     purposeful   Achiever   compe77ve   strong-­‐willed   Compe77on   sociable   EMOTIONAL  Quo9ent  (EQ)     caring   Socializer   INTELLECTUAL  Quo9ent  (IQ)   curious   ques7oning   Discoverer   analy7cal   PHYSICAL  Quo9ent  (PQ)   enthusias7c   cra`y   crea7ve   Explora7on   dynamic   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   Extrinsic  Mo9va9on   empathe7c   communal   Collabora7on   materialis7c   energe7c     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 32. Examples   Visually  Organize  and  Manage  Ideas  in  Gamifica9on  Projects  
  • 33. Customer  Gamifica1on  Pyramid:  Template  for  “Body,  Mind,  Heart,  and  Spirit”  Happiness    Profitably  Create,  Deliver,  and  Share  Happiness   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   Discoverer   q Scarcity   q Surprise  &            Suspense   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 34. Customer  Gamifica1on  Pyramid:  Template  for  “Body,  Mind,  Heart,  and  Spirit”  Happiness    Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Collabora7on   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 35. P.I.E.S.  Taxonomy  for  Games   Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Musical  Games   Naturalis9c  Games   Interpersonal  Games   Intrapersonal  Games   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  Verbal-­‐Linguis9c  Games   •  Logical-­‐Mathema9cal  Games   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  Visual-­‐Spa9al  Games   •  Bodily-­‐Kinesthe9c  Games   Intrinsic  Mo9va9on   •  Existen9al  Games   q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 36. Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   •  Existen9al  Games   8  Mo1va1onal  Factors   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Musical  Games   Naturalis9c  Games   Interpersonal  Games   Intrapersonal  Games   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  Verbal-­‐Linguis9c  Games   •  Logical-­‐Mathema9cal  Games   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  Visual-­‐Spa9al  Games   •  Bodily-­‐Kinesthe9c  Games   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   Gamified   Progress   Indicators   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   P.I.E.S.  Taxonomy  for  Games   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 37. Customer  Gamifica1on  Pyramid   Max-­‐Neef’s  Human  Needs   Profitably  Create,  Deliver,  and  Share  Happiness   S:  SPIRITUAL  Happiness   Equal  Rights   Autonomy;  Self  Esteem;  Passion   Open-­‐mindedness   Idealism/Social  Jus9ce   •  •  •  •  Values;  Norms;  Customs   Self-­‐awareness/growth   Self-­‐esteem;  Belonging   Commitment   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  Family;  Friendships;  Rela9onships   •  Respect;  Humor;  Generosity;  Sensuality   •  Love;  Emo9onally  Express;  Share;  Care     Socializer   q Affec7on   q Par7cipa7on   q Leisure   Collabora7on   I:  INTELLECTUAL  Happiness   •  •  •  •  •  Teachers;  Educa9onal  Policies;  Literature   Curiosity;  Intui9on;  Cri9cal  Capacity   Analyze;  Study;  Inves9gate;  Meditate   Imagina9on;  Boldness;  Inven9veness   Invent;  Design;  Compose;  Interpret     Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  •  Food;  Shelter;  Health   Physical  Health;  Mental  Health   Feed;  Clothe;  Work;  Rest   Social  Security;     Take  care;  Plan;  Help   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Understand-­‐            ing   q Crea7on   Extrinsic  Mo9va9on   •  •  •  •  q Freedom   q Iden7ty   Intrinsic  Mo9va9on   9  Mo1va1onal  Factors   q Subsistence   q Protec7on     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 38. Reiss’s  Drivers  of  Happiness   Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   Power/Influence   •  Status/Social  Standing   Independence/Self-­‐reliance   •  Tranquility/Emo9onal  Calm   Humor/Loyalty   Compe77on   Idealism/Social  Jus9ce   E:  EMOTIONAL  Happiness   •  •  •  •  Social  Contact/Companionship   Acceptance/Belonging   Family/Rela9onship   Romance/Sex  and  Beauty   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  Curiosity/Knowledge   •  Order/Organiza9on   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  Saving/Collec9ng  Things     Vengeance/One-­‐upmanship   Ea9ng/Food   Physical  Ac9vity/Exercise   Intrinsic  Mo9va9on   •  •  •  •  q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 39. Maslow’s  Mo9va9on  Mechanisms   Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   Self-­‐actualiza9on   •  •  Self  Esteem   •  Status   •  Pres9ge   Reputa9on   Morality   Spontaneity   Mastery   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Belonging   Love   Family   Sexual  In9macy   •  •  •  •  Aesthe9cs   Friendship   Community   Empathy   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  Problem-­‐Solving   •  Wisdom   •  Knowledge   •  Facts   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  Food   Water   Health   Protec9on   •  •  •  •  Breathing   Sleep   Safety   Security   Intrinsic  Mo9va9on   •  •  •  •  q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 40. Customer  Gamifica1on  Pyramid   Generic  Mo9va9on  Mechanisms   Profitably  Create,  Deliver,  and  Share  Happiness   Status   Enlightenment   Spirituality   Atonement   •  •  •  •  Peace  of  Mind   Self-­‐expression   Autonomy/Power   Oneness/Altruism   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Entertainment   Networking   Socializa9on   Community   •  •  •  •  Crowdsourcing   Romance   Loyalty   Sex;  Beauty   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  •  •  •  Wisdom;  Order   •  •  Knowledge   Ideas/Crea9vity   •  Informa9on/Data  •  Problem-­‐Solving   Rhetoric   Trading   Decisions   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  •  Travel   Finance/Wealth   •  •  Health   Safety/Protec9on  •  Clothing   Housing   Food   Energy   Intrinsic  Mo9va9on   •  •  •  •  q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 41. “Quests”  That  Make  Us  Happier   Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   q Seek/Obtain  Jus9ce   q Triumph   q Improve  Society   q Be  Enlightened   Achiever   Compe77on   E:  EMOTIONAL  Happiness   q Nurture   q Laugh   q Strengthen  Family  Rela9onship   q Connect  with  Past   q Customize   q Be  Roman9c   q Exchange  Gios   q Be  Recognized   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   q Learn/Gain  Knowledge     q Recognize  PaMerns   q Find  Treasure   q Get  Insider  Info   q Discover  Secret/Mystery   q Complete  Set   q Create  Order   q Predict  Events   Discoverer   Explora7on   P:  PHYSICAL  Happiness   q Be  a  Villain   q Improve  Health   q Be  a  Rebel   q Compete   q Revenge   Intrinsic  Mo9va9on   q Be  a  Hero   q Be  a  Wise  Old  Man   q Be  a  Ruler   q Master  a  Skill   q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 42. Learning  Goals/Jobs-­‐To-­‐Get-­‐Done   Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   q Be  a  Hero;  Win   q Improve  Society   q Obtain  Jus9ce   q Tell  Epic  Story   Achiever   Compe77on   E:  EMOTIONAL  Happiness   q Entertain   q Network   q Socialize   q Be  Emo9onal   q Bond/Team   q Be  Roman9c   q Be  Loyal   q Be  Sexy   q Enlightenment  &  Meaning   q Empowerment   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   q Gain  Wisdom   q Gain  Knowledge   q Organize  Ideas   q Discover  Objects   q Solve  Problems   q Predict     q Trade   q Decide/Learn   Discoverer   Explora7on   P:  PHYSICAL  Happiness   q Travel   q Be  Wealthy   q Be  Healthy   q Be  Safe   q Have  Clothing   q Have  House   q Have  Food   q Have  Energy   Intrinsic  Mo9va9on   q Gain  Recogni9on   q Gain  Mastery   q Be  Enlightened   q Customize  Object   8  Mo1va1onal  Factors   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   Gamified   Progress   Indicators   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 43. Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Collabora7on   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 44. Customer  Gamifica1on  Pyramid   P.I.E.S.  Engagement  Verbs  (Processes)   Profitably  Create,  Deliver,  and  Share  Happiness   Create   Build   Challenge   Win   •  •  •  •  Meditate   Compare   Show-­‐off   Master   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Greet;  Express   Network   Like   Cooperate   •  •  •  •  Help   Give   Share   Personalize   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  •  •  •  Explore   View   Review   Curate   •  •  •  •  Vote   Imagine   Interpret   Learn   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  Hunt   Rebel   Sabotage   Destroy   •  •  •  •  Harass   Cheat   Heckle   Disrupt   Intrinsic  Mo9va9on   •  •  •  •  q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 45. Customer  Gamifica1on  Pyramid   Game  Mechanics   Profitably  Create,  Deliver,  and  Share  Happiness   Epic  Meaning   Reward  Schedule   Structure  Building   Power;  Autonomy   •  •  •  •  Pride   Status   Achievement   Mastery   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Communal  Disc.   Companionship   Ex9nc9on   Coopera9on   •  •  •  •  Friending;  Liking   Gioing   Personaliza9on   Mentorship   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  •  •  •  Avoidance   Endless  Game   Puzzle;  Quiz   Progression   •  •  •  •  Con9ngency   LoMery;  Hazard   Shell  Game   Appointment   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  Victory  Points   •  •  Leaderboard   Territory  Control   •  Bonus;  Discount   •  Ownership   Envy   Race   Auc9on   Intrinsic  Mo9va9on   •  •  •  •  q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 46. Customer  Gamifica1on  Pyramid   Profitably  Create,  Deliver,  and  Share  Happiness   •  •  •  •  Epic  Meaning   Reward  Schedule   Structure  Building   Power;  Autonomy   •  •  •  •  Pride   Status   Achievement   Mastery   8  Mo1va1onal  Factors   Achiever   Compe77on   E:  EMOTIONAL  Happiness   •  •  •  •  Communal  Disc.   Companionship   Ex9nc9on   Coopera9on   •  •  •  •  Friending;  Liking   Gioing   Personaliza9on   Mentorship   q Enlightenment  &  Meaning   q Empowerment   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   •  •  •  •  Avoidance   Endless  Game   Puzzle;  Quiz   Progression   •  •  •  •  Con9ngency   LoMery;  Hazard   Shell  Game   Appointment   Discoverer   Explora7on   P:  PHYSICAL  Happiness   •  •  •  •  Victory  Points   •  •  Leaderboard   Territory  Control   •  Bonus;  Discount   •  Ownership   Envy   Race   Auc9on   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   5  Basic   Gamifica1on   Ingredients   Survivor   Survival   Customer/Job  To  Get  Done/BUMP:   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Game  Mechanics   q Ownership   q Accomplish-­‐            ment     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 47.  OCTALYSIS  PETAL  DIAGRAM:  8  Core  Drivers  of  Happiness  and  Corresponding  Game  Mechanics     Big  Urgent  Market  Problem  (BUMP):  …………………………………………………………………………………………………………………..       Vision/Job  To  Get  Done/Mo)va)on:  ……………………………………………………………………………..……………………………………………………………   ACCOMPLISHMENT:  Physical  Happiness             OWNERSHIP:  Physical  Happiness     SCARCITY:  Intellectual  Happiness                 MEANING:  Spiritual  Happiness           8  Core  Drivers/“Hiring”  Reasons   (Based  on  Yu-­‐Kai  Chou’s   Octalysis  Framework  of  8  Core  Drivers:   hMp://www.yukaichou.com/ gamifica9on-­‐examples/octalysis-­‐ complete-­‐gamifica9on-­‐framework/)       AVOIDANCE:  Emo7onal  Happiness                 EMPOWERMENT:  Spiritual  Happiness     SOCIAL  INFLUENCE:  Emo7onal  Happin.               UNPREDICTABILITY:  Intellectual  Happin.                   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 48.  OCTALYSIS  PETAL  DIAGRAM:  8  Core  Drivers  of  Happiness  and  Corresponding  Game  Mechanics     Big  Urgent  Market  Problem  (BUMP):  …………………………………………………………………………………………………………………..       Vision/Job  To  Get  Done/Mo)va)on:  ……………………………………………………………………………..……………………………………………………………   ACCOMPLISHMENT:  Physical  Happiness     q Points   q Win  Prize;  High  5     q Badges   q Crowning     q Fixed  Ac9on  Rew.  q Level-­‐up  Sympho.     q Leaderboard   q Aura  Effect     q Progress  Bar   q Tutorial   q Quest  Lists   q Boss  Fights   OWNERSHIP:  Physical  Happiness     q Virtual  Goods   q Earned  Lunch   q Build  from  Scratch   q Learning  Curve   q Collec9on  Set   q Protec9on   q Avatar   q Recruitment   q Monitoring   SCARCITY:  Intellectual  Game     q Appointment   q Pa9ent  Feedback     q Fixed  Intervals   q Countdown     q Dangling   q ThroMles     q Price  Pacing     q Moats       MEANING:  Spiritual  Game     q Narra9ve   q Beginner’s  Luck   q Eli9sm   q Free  Lunch   q Humanity  Hero   q Des9ny  Child   q Higher  Meaning   q Co-­‐creator         8  Core  Drivers/“Hiring”  Reasons   (Based  on  Yu-­‐Kai  Chou’s   Octalysis  Framework  of  8  Core  Drivers:   hMp://www.yukaichou.com/ gamifica9on-­‐examples/octalysis-­‐ complete-­‐gamifica9on-­‐framework/)       AVOIDANCE:  Emo7onal  Game     q Sunk-­‐Cost  Tragedy   q Status  Quo  Sloth     q Progress  Loss   q Scarlet  LeMer     q FOMO     q Visual  Grave     q Evanescence   q Weep  Tune     Opportunity     EMPOWERMENT:  Spiritual  Game     q Milestone  Unlock  q Instant  Feedback   q Evergreen   q Boosters   q General’s  Carrot   q Blank  Fills   q Real-­‐9me  Control  q Autonomy   q Chain  Combos   q Choice  Percep9on   SOCIAL  INFLUENCE:  Emo7onal  Game       q Friending   q Bragging   q Gioing     q Water  Cooler   q Seesaw  Bump   q Thank  You-­‐Econ.       q Group  Quest   q Mentorship     q Tou9ng   q Social  Prod   UNPREDICTABILITY:  Intellectual  Game     q Growing  Choice   q Obvious  Wonder     q Mini-­‐Quests   q Rolling  Rewards     q Visual  Stories   q Mischief     q Easter  Eggs   q Sudden  Rewards     q Random  Rewards  q Oracle  Effect         #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 49. HAPPINESS  TRADE-­‐OFF  MAP   Big  Urgent  Market  Problem  (BUMP):  …………………………………………………………………………………………………………………………   Job  To  Get  Done  (Market/Goal/Mo9va9on):  ………………………………………………….………………………………………………………….   Ideal  Final  Result  (IFR):  Insanely  Great  Experience  (Happiness)  or  Ideal  Minimum  Viable  Game  (MVG)   (+):  DELIGHT:    Learning  (Discovery)     High   (10)   BLUE  OCEAN   GAMIFICATION   STRATEGY/   GAMES   RED  OCEAN   GAMIFICATION   STRATEGY/   GAMES   Low   (1)   Low   (1)   (-­‐):  PAIN:  Boredom   High   (10)  
  • 50. HAPPINESS  TRADE-­‐OFF  MAP   Big  Urgent  Market  Problem  (BUMP):  …………………………………………………………………………………………………………………………   Job  To  Get  Done  (Market/Goal/Mo9va9on):  ………………………………………………….………………………………………………………….   Ideal  Final  Result  (IFR):  Insanely  Great  Experience  (Happiness)  or  Ideal  Minimum  Viable  Game  (MVG)   (+):  DELIGHT:    Learning  (Discovery)     High   (10)   BLUE  OCEAN   GAMIFICATION   STRATEGY/   GAMES   RED  OCEAN   GAMIFICATION   STRATEGY/   GAMES   Low   (1)   Low   (1)   (-­‐):  PAIN:  Boredom   High   (10)  
  • 51. GAMIFIED  BUSINESS  MODEL     Holis1c  Tool  for  Applying  Evidence-­‐based  Management  to  Gamifica1on  Projects  
  • 52. What  is  a  Gamified  Business  Model?   A  Gamified  Business  Model   Illustrates   How  an  Organiza1on  Uses   Game  Mo1va1on  Mechanisms  (GMM)  to       Create,  Deliver,  and  Share  Happiness  (Value)   A  Gamified  Business  Model  consists  of  three  sub-­‐models:     q  Provider’s  Happiness  Model:  Happiness  Crea7on   q  Player’s  Happiness  Model:  Happiness  Delivery   q  Performance  Happiness  Model:  Happiness  (Value)  Sharing       #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 53. 3P-­‐BUSINESS  MODEL  GAMEBOARD   Profitably  Create,  Deliver,  and  Share  Happiness   Level   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   P:  PROVIDER’S   HAPPINESS   MODEL   delivers   requires   P:  PLAYER’S   HAPPINESS   MODEL   drives   requires   P:  PERFORMANCE   HAPPINESS   MODEL     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 54. Level   3P-­‐BUSINESS  MODEL  GAMEBOARD   Profitably  Create,  Deliver,  and  Share  Happiness   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   P:  PROVIDER’S   HAPPINESS   MODEL   delivers   requires   P:  PLAYER’S   HAPPINESS   MODEL   drives   requires   P:  PERFORMANCE   HAPPINESS   MODEL   Inputs/Partners         Gamified  Product/Service;   Value  Proposi1on       Cost  (Pain):   “STICK”       Internal  Resources         Gamified  Channels  &   Rela1onships       Revenue  (Delight):   “CARROT”       Gamified  Processes/ Ac1vi1es/Goals       Player/Gamer/Customer/   Gamified  Job-­‐To-­‐Get-­‐Done   q Player’s  Persona   q Player’s  Hierarchy  of  Jobs   PERFORMANCE   (PROFIT;  VALUE)   q E:  Engagement   q A:  Acquisi9on   q R:  Reten9on     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 55. Level   3P-­‐BUSINESS  MODEL  GAMEBOARD   Profitably  Create,  Deliver,  and  Share  Happiness   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   Inputs/Partners         require(s)   Internal  Resources         require(s)   requires   Gamified  Product/Service;   Value  Proposi1on       affect(s)   deliver(s)   Gamified  Processes/ Ac1vi1es       require(s)   delight(s)   Gamified  Channels  &   Rela1onships       require(s)   P:  PERFORMANCE   HAPPINESS   MODEL   delight(s)   Player/Gamer/Customer/   Gamified  Job-­‐To-­‐Get-­‐Done   q Player’s  Persona   q Player’s  Hierarchy  of  Jobs   requires   Cost  (Pain):   “STICK”       Revenue  (Delight):   “CARROT”       drive(s)   requires   drives   P:  PLAYER’S   HAPPINESS   MODEL   (Problem-­‐Solu9on  Fit;  Product-­‐Market  Fit)   delivers   P:  PROVIDER’S   HAPPINESS   MODEL   delights   PERFORMANCE   (PROFIT;  VALUE)   q E:  Engagement   q A:  Acquisi9on   q R:  Reten9on     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 56. Level   3P-­‐BUSINESS  MODEL  GAMEBOARD   Profitably  Create,  Deliver,  and  Share  Happiness   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   require(s)   Gamified  Product/Service;   Value  Proposi1on       affect(s)   Internal  Resources         require(s)   requires   deliver(s)   Gamified  Processes/ Ac1vi1es       requires   gamified    E.A.R.  mechanisms   require(s)   delight(s)   Gamified  Channels  &   Rela1onships       gamified    E.A.R.  mechanisms   require(s)   delight(s)   Player/Gamer/Customer/   Gamified  Job-­‐To-­‐Get-­‐Done   q Player’s  Persona   q Player’s  Hierarchy  of  Jobs   Cost  (Pain):   “STICK”       Revenue  (Delight):   “CARROT”       drive(s)   Inputs/Partners         P:  PERFORMANCE   HAPPINESS   MODEL   gamified    E.A.R.  mechanism(s)   requires   drives   P:  PLAYER’S   HAPPINESS   MODEL   (Problem-­‐Solu9on  Fit;  Product-­‐Market  Fit)   delivers   P:  PROVIDER’S   HAPPINESS   MODEL   delights   PERFORMANCE   (PROFIT;  VALUE)   q E:  Engagement   q A:  Acquisi9on   q R:  Reten9on     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 57. Level    3P-­‐BUSINESS  MODEL  GAMEBOARD:  Showing  the  Environment   Profitably  Create,  Deliver,  and  Share  Happiness   Happiness  Crea)on:   PROVIDER   P:  PROVIDER’S   HAPPINESS   MODEL   Happiness  Delivery:   PLAYER   P:  PLAYER’S   HAPPINESS   MODEL   ENVIRONMENT   1 2 3 4 5 Happiness  Sharing  (Profit):   PERFORMANCE   P:  PERFORMANCE   HAPPINESS   MODEL     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 58. Level    3P-­‐BUSINESS  MODEL  GAMEBOARD:  Showing  the  Global  Environment   Profitably  Create,  Deliver,  and  Share  Happiness   1 2 3 4 5 Happiness  Crea)on:   PROVIDER   P:  PROVIDER’S   HAPPINESS   MODEL   Happiness  Delivery:   PLAYER   P:  PLAYER’S   HAPPINESS   MODEL   Happiness  Sharing  (Profit):   PERFORMANCE   P:  PERFORMANCE   HAPPINESS   MODEL   Macro-­‐Economic  Influencers  (MEI):  Global  Economy   Market  Ecosystem  (ME):  Demand   Industry  Ecosystem  (IE):  Supply   Key  Trends  &  Complementors  (KTC):  PESTLIED  (-­‐/+)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 59. Level    3P-­‐BUSINESS  MODEL  GAMEBOARD:  Showing  the  Local  (Industry)  Environment   Profitably  Create,  Deliver,  and  Share  Happiness   1 2 3 4 5 Happiness  Crea)on:   PROVIDER   P:  PROVIDER’S   HAPPINESS   MODEL   Happiness  Delivery:   PLAYER   P:  PLAYER’S   HAPPINESS   MODEL   Happiness  Sharing  (Profit):   PERFORMANCE   P:  PERFORMANCE   HAPPINESS   MODEL   Threat  of  Subs1tute  Products  or  Services   Bargaining  Power  of  Customers   Bargaining  Power  of  Suppliers   Threat  of  New  Entrants     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 60. LinkedIn’s   Business  Model  Gamifica1on   Evidence-­‐based  Management  for  Beger  Engaging,  Acquiring,  and  Retaining  Customers  
  • 61. Systema1cally  Design   For   Business  Model  Happiness  
  • 62. 5  Gamifica1on  Design  Ques1ons  for  LinkedIN     Profitably  Create,  Deliver,  and  Share  Happiness   1.     WHY  Gamify?     2.     WHO  to  Gamify  for?       To  entertainingly  and  effec1vely  engage,   acquire,  and  retain  more  customers   Customers/Players:  [People]  who  want  …  but  …   q  Professionals   q  Recruiters   q  Marketers   q  Adver9sers   3.     WHAT  to  Gamify?   Tradi1onal  Product/Service:  linkedin.com   4.     TO  WHAT  to  Gamify?   Gamified  Product/Service:  linkedin.com       5.     HOW  to  Gamify?   Gamify  =  “Entertainingly  and  profitably  mo1vate,  learn,  solve  problem,  or  get  a  job  done”   q  Gamifica7on  Pentagon   q  Red  Ocean  Disrup7on  (ROD)  Game   q  Customer  Gamifica)on  Pyramid   q  3P-­‐Business  Model  Gameboard   q  6  Jobs  of  Highly  Innova7ve  Teams   q  Game  Mechanics,  Dynamics,  and                  Aesthe)cs:  Physical;  Mental;                    Social;  Reputa)on     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 63. Gamifica1on  Pentagon  for  LinkedIN     Profitably  Create,  Deliver,  and  Share  Happiness   WHY?   HOW?   q  q  q  q  Gamifica7on  Pentagon   Customer  Gam.  Pyramid   3P-­‐Bus.  Model  Gameboard   DB-­‐MAIL  Cycle   To  entertainingly  and   effec1vely  engage,  acquire,   and  retain  more  customers   Customers/Players:   Gamified     Product/Service:   linkedin.com   TO   WHAT?   WHO?   [People]  who  want  …  but  …   Professionals/Recruiters/ Marketer/Adver9sers   Tradi1onal   Product/Service:   linkedin.com   Conven)on   (Present:  Red  Ocean/Job)   WHAT?     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 64. Game  Mechanisms  (Features)                    Customer  Gamifica1on  Pyramid  for                 To  entertainingly  and  effec1vely  engage,   acquire,  and  retain  more  customers   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Survivor   Survival   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Collabora7on   q Ownership   q Accomplish-­‐            ment   Customer/BUMP/Job  To  Get  Done:  Professionals/Recruiters/Marketers/Adver)sers     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 65. Game  Mechanisms  (Features)                    Customer  Gamifica1on  Pyramid  for                 To  entertainingly  and  effec1vely  engage,   acquire,  and  retain  more  customers   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Freemium   Leaderboard   Progress  Bar   Survivor   Survival   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Collabora7on   q Ownership   q Accomplish-­‐            ment   Customer/Job  To  Get  Done/BUMP:  Professionals/Recruiters/Marketers/Adver)sers     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 66. Game  Mechanisms  (Features)                    Customer  Gamifica1on  Pyramid  for                 To  entertainingly  and  effec1vely  engage,   acquire,  and  retain  more  customers   Achiever   q Enlightenment  &  Meaning   q Empowerment   Compe77on   E:  EMOTIONAL  Happiness   Socializer   q Social  Influence   q Trouble  Avoidance   Intrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   I:  INTELLECTUAL  Happiness   Real-­‐9me  Feedback/   Updates/No9fica9ons   Countdown   Poll   Vote   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Freemium   Leaderboard   Progress  Bar   Survivor   Survival   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   Collabora7on   q Ownership   q Accomplish-­‐            ment   Customer/Job  To  Get  Done/BUMP:  Professionals/Recruiters/Marketers/Adver)sers     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 67. Game  Mechanisms  (Features)                    Customer  Gamifica1on  Pyramid  for                 To  entertainingly  and  effec1vely  engage,   acquire,  and  retain  more  customers   Compe77on   Profile   Views   E:  EMOTIONAL  Happiness   No.  of   Connec9ons   Networking/Linking   Endorse   Like   Share   Comment   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   Real-­‐9me  Feedback/   Updates/No9fica9ons   Countdown   Poll   Vote   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Freemium   Leaderboard   Progress  Bar   Intrinsic  Mo9va9on   Achiever   q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment   Customer/Job  To  Get  Done/BUMP:  Professionals/Recruiters/Marketers/Adver)sers     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 68. Game  Mechanisms  (Features)                    Customer  Gamifica1on  Pyramid  for                 To  entertainingly  and  effec1vely  engage,   acquire,  and  retain  more  customers   Personalize   Influencers   Flag   Profile   Views   Achiever   Compe77on   E:  EMOTIONAL  Happiness   No.  of   Connec9ons   Networking/Linking   Endorse   Like   Share   Comment   Socializer   q Social  Influence   q Trouble  Avoidance   Collabora7on   I:  INTELLECTUAL  Happiness   Real-­‐9me  Feedback/   Updates/No9fica9ons   Countdown   Poll   Vote   Discoverer   Explora7on   P:  PHYSICAL  Happiness   Freemium   Leaderboard   Progress  Bar   Intrinsic  Mo9va9on   Status/Reputa9on   q Enlightenment  &  Meaning   q Empowerment   Survivor   Survival   q Scarcity   q Surprise  &            Suspense   Extrinsic  Mo9va9on   S:  SPIRITUAL  Happiness   8  Mo1va1onal  Factors   q Ownership   q Accomplish-­‐            ment   Customer/Job  To  Get  Done/BUMP:  Professionals/Recruiters/Marketers/Adver)sers     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 69. HAPPINESS  TRADE-­‐OFF  MAP  FOR     Big  Urgent  Market  Problem  (BUMP):  Professionals  around  the  world  are  not  connected  and  are  working  inefficiently   Job  To  Get  Done  (Market/Goal/Mo9va9on):  Connect  the  world’s  professionals  to  make  them  more  produc7ve  and  successful   Ideal  Final  Result  (IFR):  Insanely  Great  Experience  (Happiness)  or  Ideal  Minimum  Viable  Game  (MVG)   (+):  DELIGHT:    Learning  (Discovery)     High   (10)   BLUE  OCEAN   GAMIFICATION   STRATEGY/   GAMES   RED  OCEAN   GAMIFICATION   STRATEGY/   GAMES   Low   (1)   Low   (1)   (-­‐):  PAIN:  Boredom   High   (10)  
  • 70. HAPPINESS  TRADE-­‐OFF  MAP  FOR     Big  Urgent  Market  Problem  (BUMP):  Professionals  around  the  world  are  not  connected  and  are  working  inefficiently   Job  To  Get  Done  (Market/Goal/Mo9va9on):  Connect  the  world’s  professionals  to  make  them  more  produc7ve  and  successful   Ideal  Final  Result  (IFR):  Insanely  Great  Experience  (Happiness)  or  Ideal  Minimum  Viable  Game  (MVG)   (+):  DELIGHT:    Learning  (Discovery)     High   (10)   BLUE  OCEAN   GAMIFICATION   STRATEGY/   GAMES   RED  OCEAN   GAMIFICATION   STRATEGY/   GAMES   Low   (1)   Low   (1)   (-­‐):  PAIN:  Boredom   High   (10)  
  • 71. 3P-­‐BUSINESS  MODEL  GAMEBOARD   Level    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   P:  PROVIDER’S   HAPPINESS   MODEL   delivers   requires   P:  PLAYER’S   HAPPINESS   MODEL   drives   requires   P:  PERFORMANCE   HAPPINESS   MODEL     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 72. Level   3P-­‐BUSINESS  MODEL  GAMEBOARD    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   P:  PROVIDER’S   HAPPINESS   MODEL   delivers   requires   Inputs/Partners   q Content  Providers   q Slideshare   q Pulse   q Equix   Internal  Resources   q Staff   q Brand;  IP   q IT  Plaporm/Infrastructure   Gamified  Processes/Ac1v.   q  Recruitment  &  Training  Gam.   q  Product/Service  Gamifica9on   q  Marke9ng/Sales/Branding  Gam   q  Business  Model  Gamifica9on   P:  PLAYER’S   HAPPINESS   MODEL   drives   requires   Gamified  Product/Service;   Value  Proposi1on   q Connect  the  world’s  pro-­‐ fessionals  to  make  them  more   produc7ve  and  successful   Gamified  Channels  &   Rela1onships   P:  PERFORMANCE   HAPPINESS   MODEL   Cost  (Pain)   q Product  Development   q IT  Plaporm   q Marke9ng  &  Sales   q Admin   Revenue  (Delight)   q Linkedin.com   q Field  Sales  Force   q Paid  Membership   q Ads:  Job/Visual/Text   q Recruitment  Services     Player/Gamer/Customer/   Gamified  Job-­‐To-­‐Get-­‐Done   PERFORMANCE   (PROFIT;  VALUE)   q Professional/Recruiter/   Marketers/Adver9sers   q Player’s  Hierarchy  of  Jobs   q E:  Engagement   q A:  Acquisi9on   q R:  Reten9on  (Loyalty)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 73. Level   3P-­‐BUSINESS  MODEL  GAMEBOARD    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   Inputs/Partners   q Content  Providers   q Slideshare   q Pulse   q Equix   require(s)   affect(s)   Internal  Resources   q Staff   q Brand;  IP   q IT  Plaporm/Infrastructure   require(s)   deliver(s)   Gamified  Processes/Ac1v.   q  Recruitment  &  Training  Gam.   q  Product/Service  Gamifica9on   q  Marke9ng/Sales/Branding  Gam   q  Business  Model  Gamifica9on   requires   Gamified  Product/Service;   Value  Proposi1on   q Connect  the  world’s  pro-­‐ fessionals  to  make  them  more   produc7ve  and  successful   require(s)   delight(s)   Gamified  Channels  &   Rela1onships   q Linkedin.com   q Field  Sales  Force   require(s)   P:  PERFORMANCE   HAPPINESS   MODEL   delight(s)   Player/Gamer/Customer/   Gamified  Job-­‐To-­‐Get-­‐Done   q Professional/Recruiter/   Marketers/Adver9sers   q Player’s  Hierarchy  of  Jobs   Cost  (Pain)   requires   q Product  Development   q IT  Plaporm   q Marke9ng  &  Sales   q Admin   Revenue  (Delight)   q Paid  Membership   q Ads:  Job/Visual/Text   q Recruitment  Services     drive(s)   requires   drives   P:  PLAYER’S   HAPPINESS   MODEL   (Problem-­‐Solu9on  Fit;  Product-­‐Market  Fit)   delivers   P:  PROVIDER’S   HAPPINESS   MODEL   delights   PERFORMANCE   (PROFIT;  VALUE)   q E:  Engagement   q A:  Acquisi9on   q R:  Reten9on  (Loyalty)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 74. Level   3P-­‐BUSINESS  MODEL  GAMEBOARD    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   1 2 3 4 5 Vision/   Job-­‐To-­‐Get-­‐Done   q Content  Providers   q Slideshare   q Pulse   q Equix   require(s)   affect(s)   Internal  Resources   q Staff   q Brand;  IP   q IT  Plaporm/Infrastructure   require(s)   deliver(s)   Gamified  Processes/Ac1v.   q  Recruitment  &  Training  Gam.   q  Product/Service  Gamifica9on   q  Marke9ng/Sales/Branding  Gam   q  Business  Model  Gamifica9on   requires   Gamified  Product/Service;   Value  Proposi1on   q Connect  the  world’s  pro-­‐ fessionals  to  make  them  more   produc7ve  and  successful   Cost  (Pain)   requires   gamified    E.A.R.  mechanisms   require(s)   delight(s)   Gamified  Channels  &   Rela1onships   q Linkedin.com   q Field  Sales  Force   gamified    E.A.R.  mechanisms   require(s)   delight(s)   Player/Gamer/Customer/   Gamified  Job-­‐To-­‐Get-­‐Done   q Professional/Recruiter/   Marketers/Adver9sers   q Player’s  Hierarchy  of  Jobs   q Product  Development   q IT  Plaporm   q Marke9ng  &  Sales   q Admin   Revenue  (Delight)   q Paid  Membership   q Ads:  Job/Visual/Text   q Recruitment  Services     drive(s)   Inputs/Partners   P:  PERFORMANCE   HAPPINESS   MODEL   gamified    E.A.R.  mechanism(s)   requires   drives   P:  PLAYER’S   HAPPINESS   MODEL   (Problem-­‐Solu9on  Fit;  Product-­‐Market  Fit)   delivers   P:  PROVIDER’S   HAPPINESS   MODEL   delights   PERFORMANCE   (PROFIT;  VALUE)   q E:  Engagement   q A:  Acquisi9on   q R:  Reten9on  (Loyalty)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 75. Level   3P-­‐BUSINESS  MODEL  GAMEBOARD:  Showing  the  Environment    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   Happiness  Crea)on:   PROVIDER   P:  PROVIDER’S   HAPPINESS   MODEL   Happiness  Delivery:   PLAYER   P:  PLAYER’S   HAPPINESS   MODEL   ENVIRONMENT   1 2 3 4 5 Happiness  Sharing  (Profit):   PERFORMANCE   P:  PERFORMANCE   HAPPINESS   MODEL     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 76. Level   3P-­‐BUSINESS  MODEL  GAMEBOARD:  Showing  the  Global  Environment    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   1 2 3 4 5 Happiness  Crea)on:   PROVIDER   P:  PROVIDER’S   HAPPINESS   MODEL   Happiness  Delivery:   PLAYER   P:  PLAYER’S   HAPPINESS   MODEL   Happiness  Sharing  (Profit):   PERFORMANCE   P:  PERFORMANCE   HAPPINESS   MODEL   Macro-­‐Economic  Influencers  (MEI):  Global  Economy   Market  Ecosystem  (ME):  Demand   Industry  Ecosystem  (IE):  Supply   Key  Trends  &  Complementors  (KTC):  PESTLIED  (-­‐/+)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 77. Level   3P-­‐BUSINESS  MODEL  GAMEBOARD:  Showing  the  Industry  Environment    BUMP:  Professionals  around  the  world  a  re  not  connected  and  are  working  inefficiently   1 2 3 4 5 Happiness  Crea)on:   PROVIDER   P:  PROVIDER’S   HAPPINESS   MODEL   Happiness  Delivery:   PLAYER   P:  PLAYER’S   HAPPINESS   MODEL   Happiness  Sharing  (Profit):   PERFORMANCE   P:  PERFORMANCE   HAPPINESS   MODEL   Threat  of  Subs1tute  Products  or  Services   Bargaining  Power  of  Customers   Bargaining  Power  of  Suppliers   Threat  of  New  Entrants     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 79. Welcome  to   The  Happiness  Experience  Economy   (HEE)    
  • 80. What  is  Gamifica1on?   Gamifica1on     Involves   Con7nuously  Using     Game  Mo1va1on  Mechanisms  (GMM)  to     Entertainingly  and  Profitably  Discover  as  well  as  Solve     Big  Urgent  Market  Problems  (BUMPs)   As  Well  As   Help  a  Player/Customer  to  Get  a  Cri9cal  Job  Done     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 81. What  is  Business  Model  Gamifica1on?   Business  Model  Gamifica1on     Involves     A  Con1nuous  Experiment   That  Uses   Game  Mo1va1on  Mechanisms  (GMM)  to       Entertainingly  and  Profitably  Create,  Deliver,  and  Share  Happiness   (Value)     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 82. Gamified  Problem  Solver:  8  BUILDING  BLOCKS  OF  A  GAME  OR  GAMIFIED  PROJECT     Big  Urgent  Market  Problem  (BUMP):  …………………………………………………………………………………………………………………..       Vision/Job  To  Get  Done/Mo)va)on:  ……………………………………………………………………………..……………………………………………………………   CHALLENGE:  QUEST/CONTEST             PLAYERS:  CAST/ACTORS/TEAM     SCOPE:  LEVEL/MISSION/GOAL     RESOURCES:  GEAR/PROPS/TOOLS     RULES:  MOVES/WIN/LOSS               ADDED  VALUE:  PRIZE/REWARD     DURATION                             TRIGGERS/MECHANICS/GMM                   #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 83. Gamified  Problem  Solver:  8  BUILDING  BLOCKS  OF  A  GAME  OR  GAMIFIED  PROJECT     Big  Urgent  Market  Problem  (BUMP):  …………………………………………………………………………………………………………………..       Vision/Job  To  Get  Done/Mo)va)on:  ……………………………………………………………………………..……………………………………………………………   CHALLENGE:  QUEST/CONTEST             PLAYERS:  CAST/ACTORS/TEAM     SCOPE:  LEVEL/MISSION/GOAL     RULES:  MOVES/WIN/LOSS     PLAYER’S  JOURNEY  (PHASES)   q  Discovery  (for  Prospec7ve  Players)   q  Onboarding  (for  Beginners/Novices)   q  Scaffolding  (for  Regulars)   q  Endgame  (for  Experts)   ADDED  VALUE:  PRIZE/REWARD     DURATION                   RESOURCES:  GEAR/PROPS/TOOLS               TRIGGERS/MECHANICS/GMM     q  q  q  q  q  q  Real-­‐9me  No9fica9ons;  Updates   Progress  Bar;  Timer  (Countdown)   Points;  Bonuses;  Ribbons;  Penal9es   Badges;  Creden9als;  Trophies;  Status   Leaderboards;  Rankings;  Levels   Gios;  Goods;  Praise;  Endorsements     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 84. Gamified  Products,  Services,  and  Business  Models   Should  Be  C.A.R.E.F.U.L.   C   Compelling   A   Addic9ve   R   Rewarding   E   Exci9ng   F   Func9onal   U   Unique   L   Lighthearted     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 85. C.A.R.E.F.U.L.  Game  Scorecard   Profitably  Create,  Deliver,  and  Share  Happiness   Ideal  Gamified  Object   (Product/Service/ Business  Model)   C:  Compelling   10   L:   Lighthearted   8   6   A:  Addic9ve   4   2   0   U:  Unique   F:  Func9onal   R:  Rewarding   E:  Exci9ng     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 86. The  Evolu9on  of  Business  Model  Gamifica1on   3   2   Where  must  we  go?   1   Where  currently  are  we?   Business  Model   DOCUMENTATION     Serious   Business  Model   INNOVATION   How  should  we  get  there?   Gamified   Business  Model   INNOVATION     #4ROD.  Dr.  Rod  King.  rodkuhnhking@gmail.com  &  hep://businessmodels.ning.com  &  hep://twieer.com/RodKuhnKing  
  • 87. The  Ul1mate  Purpose  of   Business  Model  Gamifica1on   Is  to   Profitably  Create,  Deliver,  and  Share   Happiness  
  • 88. Every  Job,  Process,  and  Product   Will  Eventually  Be  Gamified  
  • 89. Our  Des1ny   Is  To  Be   Infinitely  Happy