9. Percentage of Women
Source: http://blog.flurry.com/bid/57219/Mobile-Social-Gamers-The-New-Mass-Market-Powerhouse
http://en.wikipedia.org/wiki/Women_and_video_games
16. Enterprise Gamification
… empathizes with people
by adding gameful experiences to work and life,
helping them to fulfill their interests and motivations
for the benefit of all involved parties.
38. Enterprise Gamification Market
$3,000
$2,500
$2,000
$1,500
$1,000
$500
$0
Gamification Software Market: $2.8B by 2016
Enterprise Gamification Software Market: 38% in 2012 = $92Mio
2011 2012 2013 2014 2015 2016
Millions
M2 Research
“If a company like SAP can not just reach these users, but engage them in a gamified
experience that is compelling and fun, SAP can potentially make users something more
than just users: they can be participants in a community environment where that old
coercive model of engagement is a thing of the past.”
Global 2000
70 %
will have at least
one gamified
application by 2014
Innovators
50 %
will gamify
innovation
processes by 2015
A little fun can go a long way, especially in the enterprise.
Global 1000
40 %
will use gamification
as primary vehicle to
transform business
operations by 2015
Joshua Greenbaum, February, 2011
”SAP Plays Games with the Analysts, and the Gamification of the Enterprise Begins” Gartner
39. Common Reactions to Gamification
“I don’t need to waste my time on fun stuff,
I have to do serious work.”
German colleague
“Do we make now a shooting game out of invoicing?”
Skeptic colleague
“This is just exploiting employees.
Nobody is gonna do that just for points.”
Skeptic German colleague
“FarmVille: I don’t play that, who’s playing that anyways?”
http://enterprise-gamification.com/index.php/en/blog/2-news/39-common-criticism-of-gamification-and-how-to-respond-to-it
40. The Schopenhauer Truth Hype Cycle
Every truth passes through 3 stages before it is recognized:
1. In the first it is ridiculed.
2. In the second it is opposed.
3. In the third it is regarded as self-evident.
42. Flow Theory
Mihaly Csikszentmihalyi: Flow: The Psychology of Optimal Experience, 1991
Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, 1975
43. Skill Level
Rookie
Level of Expertise
Regular
Master
Onboarding
Habit-building
Mastery
Teaching
Challenge Creation
Source: Amy Jo Kim - http://amyjokim.com/
Skill Level
Playing Style
Player Type
44. Multidimensionality of Players
Social Role
Professional
Role
Blue Collar
White Collar
Gender
Age
Generation
Culture
Skill Level
Playing Style
Player Type
External
Influences
Player
Priming
45. Bartle’s Player Types
Achiever
Killer
Players World
Socializer
~10%
Explorer
<1%
Acting
~80% ~10%
Interacting
Selftest: http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
Skill Level
Playing Style
Player Type
46. Gamification Design Elements
EGC Wiki: http://www.enterprise-gamification.com/mediawiki/index.php?title=Gamification_Design_Elements
47. More Gamification Design Elements
EGC Wiki: http://www.enterprise-gamification.com/mediawiki/index.php?title=Gamification_Design_Elements
51. Sources of Motivation
Extrinsic Intrinsic
comes from the
outside of an
individual
driven by an interest
exists within an
individual
Belongingness
Autonomy
Power
Mastery
Meaning
Learning
Self-Knowledge
Sex
Love
Fun
…
Points
Level
Badges
Quests
Leader-boards
Prizes
Money
Gold stars
Progress bars
Smileys
…
53. Leveling up – Your Attitude
Explore one new gamified app every week
Don’t just superficially skim over it
Force yourself to use it over a longer and regular period – e.g. I needed an epiphany
after weeks of usage to finally get facebook and Pinterest
Look at apps that friends/newspapers/websites talk about
If you don’t yet know them, try Instagram, Pinterest, Zombie Run, PropsToYou…
Play games
Find a reason to play games
Play with friends
Analyze why you like/dislike the game, what makes it addictive…
Analyze game mechanics, fun motivators, reward balance, etc.
Keep a playful attitude
Try approaching boring situations with gamification
Have fun!
This girl plays a videogame. You can see from this image that she is thoroughly enjoying the game, that she is working hard, that she is in the flow and that she experiences “fiero” (“personal triumph”).
Imagine a user in your organization. What would the picture look like? Probably way different. Passive, disengaged, perhaps even frustrated or even angry.
Our quest is: how can we make your users feel more like gamers? And turn them from users to fans?
Image credit: Philip Toledano http://www.mrtoledano.com/Gamers/09
Image credit: Philip Toledano http://www.mrtoledano.com/Gamers/09
Image credit: Philip Toledano http://www.mrtoledano.com/Gamers/08
Image credit: Philip Toledano http://www.mrtoledano.com/Gamers/05
Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
They come with an experience of 10,000 hours into the workforce
Entertainment Software Association (ESA). (2011, June). Essential Facts About the Game Industry: 2010 Sales, Demographic and Usage Data. Available from http://www.theesa.com/facts/gameplayer.asp
Sources:
http://blog.flurry.com/bid/57219/Mobile-Social-Gamers-The-New-Mass-Market-Powerhousehttp://en.wikipedia.org/wiki/Women_and_video_games
Most popular games played by US soldiers in Iraq & Afghanistan when off-duty: Halo, Call of Duty
Not sure about you, but when I come home from work, I am not relaxing by calling some customers or doing some expense reporting
Source: http://vimeo.com/29416289
http://www.enterprise-gamification.com/mediawiki/index.php?title=Contrex_-_Surprise_Goal
This ad campaign had ten stationary exercise bikes positioned on a lively square in a French town. Passers-by discovered that by pedaling LED-lights went on as well as music that revealed the animation of a male stripping off his clothes. By pedaling even more the stripper got rid of all the clothes until the punch line was revealed: "You burned 200 calories."
From a gamification perspective multiple things were interesting:
the passers-by discovered the bikes and became curios
the bikes were a familiar user interface for the players that needed to no instruction; nobody taught them how to use the bikes or handed them a manual of the operation and the goals, the experience was a smooth on-boarding
the players got audio feedback (the music) and visual feedback (the lights displaying an animation of a male stripper)
while the players originally had no goals, they discovered one goal (getting the stripper naked) but reached another one (burned calories)
the players had to collaborate to reach the goal
the players came as individuals, but left as a group
the gamified approach did not use any points, badges or leaderboards
This TV commercial went viral and was a great success for the company in both attention and sales, which lead to another video in a similar manner (see links below).
8,000 people watched the live event in three days
hundreds of blogs and articles talked about the event
25 millions online views in three months
+1Mio Facebook shares
4.2% increase in brand's sales
new markets considering launch of the brand
This TV commercial went viral and was a great success for the company in both attention and sales, which lead to another video in a similar manner (see links below).
8,000 people watched the live event in three days
hundreds of blogs and articles talked about the event
25 millions online views in three months
+1Mio Facebook shares
4.2% increase in brand's sales
new markets considering launch of the brand
Source: http://youtu.be/xqR9VxRulCI
The world’s oldest problem
http://www.enterprise-gamification.com/mediawiki/index.php?title=Skyfall_Coke_Zero
Skyfall Coke Zero was a gamified marketing campaign at the launch of the Bond-movie Skyfall. Unsuspecting train passengers on an Antwerp train terminal were challenged to get to a certain train platform within 70 seconds. To make it more challenging, several obstacles appeared during the sprint of the player to the platform, where a task had to be completed. The winners got tickets for the movie premiere.
Results
This TV commercial went viral and was a great success for the company in both attention and sales. Results until November 1st 2012 were:
High reach: 7.1M views on YouTube (10.1Mio as of November 10th, 2013)
High enjoyment: 98% likes on YouTube
High engagement: 832.3k shares (801.9k via Facebook, 29.8k tweets and 500 via blog posts)
Strong coverage: Beyond online pick-up, the viral success delivered strong coverage in offline media as well (TV shows, newspapers, trade press, etc.)
http://www.enterprise-gamification.com/mediawiki/index.php?title=Chennai_Express
Chennai Express is a popular Indian movie that was promoted through a gamified social media campaign.
Description
To promote the film and make it an experience for the movie fans, the producers decided to create a unique strategy that was unprecedented for India. By combining the social media following of the movie stars, adding the gamification platform eMee, and combining the three core technology elements of the campaign
Analytics and Big Data
Cross-pollination of Social Networks
Mobile Strategy
into the campaign, the results over a 90 day period were:
1bn cumulative impressions
750,000 tweets
10 consecutive days trending on Twitter
trended globally on Twitter on No. 1
The movie turned into India's highest grossing box office movie to date.
Gamification Design
The gamification design included
browser based games
a virtual train on an Indian map that was moved by tweets from Mumbai to Rameshwaram
mobile games
Karaoke apps
interactive videos
http://www.enterprise-gamification.com/mediawiki/index.php?title=Chennai_Express
Playthru is a gamified version of CAPTCHA, which tries to decide whether you are a human or a bot.
Description
CAPTCHA-technology is used by many websites to prevent SPAM bots from accessing and spamming the website. Users who create an account need to complete a task that currently only humans can perform, such as identifying the letters and figures in a distorted graphic. While this technology and variations of it (such as RE-CAPTCHA) are widely in use, there are some disadvantages including a relatively large number of users having to try multiple times, thus with a higher likelihood of not finishing a registration process.
Playthru as used by the car manufacturer Ford created a variation of that functionality by having users drag images on predetermined places. Again this is a task that currently only humans can perform. In one Fiesta example, you must drag a guitar and a microphone into the hatchback of a Fiesta in preparation for going to a music festival. In another example users must drag a Fiesta along a line on a map from one city to the next.
Results
before on average 2.3 attempts to enter the correct wiggly characters
before 75% completion-rate, now 97%
The Dancing Traffic Light aimed at making waiting at traffic lights less boring.
At a Lisbon square a booth was placed in which people could select a song and dance in front of a camera. The image was transformed into a red light character and simultaneously displayed on a nearby traffic light.
Results
81% more people waited at the red light
Source: Gartner
Sources: M2 Research Fall 2011: http://www.m2research.com/
Gartner Press Release May 2011: http://www.gartner.com/it/page.jsp?id=1629214
Gamification Market Size (Source M2 Research - http://www.m2research.com/)
2011 - $100m
2012 - $196m
2013 – $434m
2014 - $860m
2015 - $1.6b
2016 - $2.8b
Gartner Enterprise Architecture Summit, April 12, 2011 (http://www.gartner.com/it/page.jsp?id=1629214)
Josh Greenbaum, Feburary 2011 - SAP Plays Games with the Analysts, and the Gamification of the Enterprise Begins)
38% ($92Mio) in 2012 will be enterprise gamification market share
http://gamingbusinessreview.com/gamification/business-gamification/advice-business-gamification/gamification-in-2012-report-free-download
Source: Bartle Test: http://en.wikipedia.org/wiki/Bartle_Test
Test yourself: http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
Bartle’s humorous take on his player types at the Gsummit 2012
http://www.youtube.com/watch?v=raj2SBU3PW4
Comic credits:
Killer: L’effaceur Tome 1
Achiever: Benoît Brisefer – Holdup sur Pelicule
Socializer: Asterix
Explorer: Tintin & Milou – On a marché sur la lune
http://en.wikipedia.org/wiki/Motivation
Starting from studies involving more than 6,000 people, Professor Steven Reiss has proposed a theory that found 16 basic desires that guide nearly all human behavior.[11][12] The 16 basic desires that motivate our actions and define our personalities as:
Acceptance, the need for approval
Curiosity, the need to learn
Eating, the need for food
Family, the need to raise children
Honor, the need to be loyal to the traditional values of one's clan/ethnic group
Idealism, the need for social justice
Independence, the need for individuality
Order, the need for organized, stable, predictable environments
Physical activity, the need for exercise
Power, the need for influence of will
Romance, the need for sex
Saving, the need to collect
Social contact, the need for friends (peer relationships)
Social status, the need for social standing/importance
Tranquility, the need to be safe
Vengeance, the need to strike back/to win
In this model, people differ in these basic desires. These basic desires represent intrinsic desires that directly motivate a person's behavior, and not aimed at indirectly satisfying other desires. People may also be motivated by non-basic desires, but in this case this does not relate to deep motivation, or only as a means to achieve other basic desires.
https://vimeo.com/88939322
http://enterprise-gamification.com/
Enterprise Gamification – Engaging people by letting them have fun
http://amzn.com/1470000644
Gamification in Human Resources
http://amzn.com/1500567140
Gamification in Banking & Financials
http://amzn.com/1500720844
Gamification in Community & Innovation Management
http://amzn.com/1501071440
Gamification in Healthcare & Fitness
Gamification at Work
http://tinyurl.com/kgj95wd