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GAMIFICATION OF
    EVENTS
    Toby Beresford
Who are you?


An event organiser identifies desired behaviours among
different types of delegate and facilitates a balance of
activities using authority, social proof, rules and rewards
Behaviours


An event organiser identifies desired behaviours among different types of
delegate and facilitates a balance of activities using authority, social proof, rules and
rewards
Delegate types
Sponge - Mercenary - Socialiser - Trumpeter - ...




  An event organiser identifies desired behaviours among different types of
  delegate and facilitates a balance of activities using authority, social proof, rules
  and rewards
Facilitation
  Authority - Social proof - Rules - Rewards




An event organiser identifies desired behaviours among different types of delegate
and facilitates a balance of activities using authority, social proof, rules and
rewards
Activities
          Sharing - Networking - Learning




An event organiser identifies desired behaviours among different types of delegate
and facilitates a balance of activities using authority, social proof, rules and
rewards
Authority
          Registration - Chair - Stopwatch




An event organiser identifies desired behaviours among different types of delegate
and facilitates a balance of activities using authority, social proof, rules and
rewards
Social proof
  Host behaviour - Awards - Leaderboards




An event organiser identifies desired behaviours among different types of delegate
and facilitates a balance of activities using authority, social proof, rules and
rewards
Rules
Structured networking - Table games - Brainstorming




    An event organiser identifies desired behaviours among different types of delegate
    and facilitates a balance of activities using authority, social proof, rules and rewards
Rewards
            Status - Access - Power - Stuff




An event organiser identifies desired behaviours among different types of delegate
and facilitates a balance of activities using authority, social proof, rules and
rewards
Examples
Elizabeth Henderson ran a
parallel conference game. Each
team was given an Ipad.
Points were earned for asking
questions, remembering
sessions, posting blogs & tweets
and meeting the exhibitors.
Examples

Scott Dodson leaderboarded a
workshop in Vancouver to
amplify social media coverage
of the event
Examples

The Game Trainers
taught a team
behavioural economics
using a game of Giants/
Wizards/Goblins
Examples

Blackberry created a
Foursquare badge for people
who checked into their stand at
SXSW, with swag for badge
holders

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Gamification of events and how to get the behaviour you want

  • 1. GAMIFICATION OF EVENTS Toby Beresford
  • 2. Who are you? An event organiser identifies desired behaviours among different types of delegate and facilitates a balance of activities using authority, social proof, rules and rewards
  • 3. Behaviours An event organiser identifies desired behaviours among different types of delegate and facilitates a balance of activities using authority, social proof, rules and rewards
  • 4. Delegate types Sponge - Mercenary - Socialiser - Trumpeter - ... An event organiser identifies desired behaviours among different types of delegate and facilitates a balance of activities using authority, social proof, rules and rewards
  • 5. Facilitation Authority - Social proof - Rules - Rewards An event organiser identifies desired behaviours among different types of delegate and facilitates a balance of activities using authority, social proof, rules and rewards
  • 6. Activities Sharing - Networking - Learning An event organiser identifies desired behaviours among different types of delegate and facilitates a balance of activities using authority, social proof, rules and rewards
  • 7. Authority Registration - Chair - Stopwatch An event organiser identifies desired behaviours among different types of delegate and facilitates a balance of activities using authority, social proof, rules and rewards
  • 8. Social proof Host behaviour - Awards - Leaderboards An event organiser identifies desired behaviours among different types of delegate and facilitates a balance of activities using authority, social proof, rules and rewards
  • 9. Rules Structured networking - Table games - Brainstorming An event organiser identifies desired behaviours among different types of delegate and facilitates a balance of activities using authority, social proof, rules and rewards
  • 10. Rewards Status - Access - Power - Stuff An event organiser identifies desired behaviours among different types of delegate and facilitates a balance of activities using authority, social proof, rules and rewards
  • 11. Examples Elizabeth Henderson ran a parallel conference game. Each team was given an Ipad. Points were earned for asking questions, remembering sessions, posting blogs & tweets and meeting the exhibitors.
  • 12. Examples Scott Dodson leaderboarded a workshop in Vancouver to amplify social media coverage of the event
  • 13. Examples The Game Trainers taught a team behavioural economics using a game of Giants/ Wizards/Goblins
  • 14. Examples Blackberry created a Foursquare badge for people who checked into their stand at SXSW, with swag for badge holders

Notas del editor

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  3. how do you behave at an event\nwhat is behaviour? \nwhat behaviours do you see at an event? are they negative or positive?\nin this short talk i want you to think about your next event. what is the behaviour or set of behaviours you want from your audience. Do you want them to dance (hold a disco) or sing (create a choir) to do business together (run a hackathon) or to buy from your sponsors (create a market)\n
  4. we all take on personas - broad categorisations of how we approach an event. Here are some ideas - you can create your own. We may choose our persona or it may be simply a default setting. For instance - a SPONGE goes simply to absorb as much new stuff as possible for gradual processing later. A SOCIALISER goes to keep up with who they already know and maybe make one or two new contacts. A MERCENARY is looking for sales. Trumpeter is there to let everyone else know about their companies new products / successes / case studies to further marketing messages among key influencers.\n\nWe are behaving according to our beliefs - what we think we will get out of the conference or event\n
  5. How can you incentivise the behaviour you want to achieve balance? You have a few techniques at your disposal - you can implement your authority - stand up and tell people what behaviour you want. You can use social proof - we are a herd animal so we will all coopy each other. We tend to follow the example of those we see. Be a visible networker and others will follow your lead. You can implement rules - games if you like - that people have to follow - structured networking is a good example of this. Matt Lent from The Game Trainers talks on his blog about the art of gameferencing. Integrating in-person/digital games and play into events and conference.\nPositively drive behaviour, Enhance delegate engagement, Have fun\n\nRewards are direct incentives for specific behaviours. Enter our business card draw to win a bottle of champagne. \n
  6. You the organiser have lots to think about, but you also have certain desirable behaviours that you know make a better conference. You want to encourage sharing, networking. A room full of sponges and one trumpeter is a lecture theatre. Too many mercenaries and you create a tense market. Too many socialisers and its a talking shop. A balance is best.\n
  7. Registration - only allow the people you want at the party. Panel chair moderates discussion. Stopwatch to stop speakers and questionners going on too long\n
  8. Host - welcome and intro - others mimic. Awards - hero best behaving people\nLeaderboards - see how you are doing versus others\n
  9. Go into the room. \nTable games - matt’s spoof - for fast information exchange\nBrainstorming - facilitated groups.\n
  10. What do people want that we can provide as rewards though? Stuff often comes to mind, generally speaking we like what is scarce, like an ipad or a Playstation. But perhaps there are less costly and sometimes more highly valiued rewards we can offer. What about Status - you;re top of today’s leaderboard is nice and cheap to do but it offers the winners higher status than their fellows. ACCESS - why not give VIP access to a special networking area with free coffee which only the top networkers (someone who has managed to collect 30 business cards) can use. POWER - in the online world this might give someone moderation rights to update someone else’s posts. In the physical world this might mean giving someone an automatic question in a panel discussion, or perhaps putting them on stage with other panelists as a ‘delegate panelist’ to honour them in the event itself. \n
  11. The game was designed to take participants through one of several case studies that \nrequired them to map out a sustainable meeting that met a specified set of criteria and \nobjectives. To complete their teams’ case studies and earn points awarded through a \ncustom-designed iPad app, participants had to attend and bring back key information \nfrom conference sessions, ask questions at sessions, offer solutions to sustainability \nchallenges, meet exhibitors onsite, produce Twitter tweets or blog posts, and work with \ntheir teammates on the case study. \nThe purpose of the game was to immerse players in a sustainable event universe where \nthey could immediately apply what they learned to a realistic situation. To do this \neffectively, they would need to rely on their team colleagues to relay and share \ninformation: with concurrent sessions scheduled throughout the conference, teams had \nto split up and coordinate efforts to complete their work. The expectation was that this \nexperience would encourage trust, accountability, and teamwork. Teams would also \nneed to apply decision-making and prioritization skills, particularly in light of the severe \ntime limits built into the game.\nThe case study and the educational sessions provided the narrative context for the game. \nAlthough the teams were designed to maximize participation, team leaders were to play \na role in helping their groups make sense of the reality and interpret incoming \ninformation as it became available. The feedback each team received through the iPad \napp provided an immediate, constantly changing picture of their rank relative to \ncompeting teams, a feature that contributed a great deal to the sense of competition that \nwas part of the fabric of the game.\n
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