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GAMIFICATION
LET’S ‘LEVEL UP’ WITH
WHAT IS GAMIFICATION?
IT’S A PLAYFUL DESIGN OF NON-GAME BORING PROCESS,
INFUSED WITH GAME ELEMENTS TO MAKE IT MORE ENGAGING
GAMIFICATION is the most effective tool that
motivates the human race to achieve desired goal
HUMAN RESOURCE
GAMIFICATION
MOTIVATION
ORGANISATION
GOAL
GAMIFICATION helps organisational strategy to
be realised through effective engagement of
human resource
GAMIFICATION
STRATEGY RESULT
KEY CHALLENGES AND THEIR SOLUTIONS THROUGH
GAMIFICATION
CHALLENGES:
• Organisations find it difficult to increase engagement with
employees and improve performance
• Human potential remains unrealised
• Organisations find it difficult to inspire innovative ideas
• Consumers are overwhelmed by disconnected loyalty programmes
leveraging uninspiring extrinsic rewards
SOLUTIONS:
• Organisations should understand the potential of gamification to
design behaviours, develop skills and enable innovation through
lowrisk applications
• Project managers should engage game designers or organisations with
experience in gamification in early implementations
• Strategic planners should learn how gamification is applied in their
industries and how their organizations can use it to engage employees or
customers
GAMIFICATION STRATEGY
STRUCTURE VS CONTENT
STRUCTURAL GAMIFICATION:
• Application of game-elements to propel a user through content without
changing the content itself
• The content does not become game-like, only the structure around the
content does
• Primary focus is to motivate the user to go through the content and to
engage them in the process through rewards
• Most common elements are points, badges, achievements and levels
• Typically has a leaderboard and methods of tracking learning progress
EXAMPLE OF STRUCTURAL GAMIFICATION
Learner gaining points within a course for watching a video or completing an
assignment, in which the assignment or video had no game elements associated
with them, other than the fact that the learner received points for watching the
video or completing the assignment.
CONTENT GAMIFICATION:
• Application of game elements and game thinking to alter non-game
content to make it more game-like
• Adding the elements DOES NOT turn the content into a game
• The elements provide context or activities that are used within games and
add them to the content being taught
EXAMPLE OF CONTENT GAMIFICATION
Adding story elements to a compliance course or starting a course with a
challenge instead of a list of objectives are both methods of content gamification.
SOME FAMOUS EXAMPLES OF GAMIFIED CONTENT
How Y’all, Youse and You Guys Talk (dialogue quiz on www.nytimes.com)
The Adele Dazeem Generator: Travoltify Your Name (www.slate.com)
How Much Time Have You Wasted on Facebook? (www.time.com)
IS GAMIFICATION THE MAGICAL ELIXIR?
MAY BE NOT?
IS GAMIFICATION ALL GOOD?
Nothing is entirely good, or totally bad.
You should gamify content where you really need to.
And you need to do it well.
Or else you are asking for trouble.
Why? Let’s find out.
THE GOOD
Gamification increases employee engagement
Gamification offers immediate signs of achievement and progress
Gamification allows the best and brightest to shine
Gamification is a new type of credential
THE BAD
Gamification is often not implemented correctly
Mandated play isn’t really play
Gamification is an invitation to cheat
Novelty tends to wear off
CONTROLLED IMPLEMENTATION IS GOOD.
OVERINDULGENCE IS BAD.
let us
BEGIN!

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Let's level up with gamification

  • 2. WHAT IS GAMIFICATION? IT’S A PLAYFUL DESIGN OF NON-GAME BORING PROCESS, INFUSED WITH GAME ELEMENTS TO MAKE IT MORE ENGAGING
  • 3. GAMIFICATION is the most effective tool that motivates the human race to achieve desired goal HUMAN RESOURCE GAMIFICATION MOTIVATION ORGANISATION GOAL
  • 4. GAMIFICATION helps organisational strategy to be realised through effective engagement of human resource GAMIFICATION STRATEGY RESULT
  • 5. KEY CHALLENGES AND THEIR SOLUTIONS THROUGH GAMIFICATION
  • 6. CHALLENGES: • Organisations find it difficult to increase engagement with employees and improve performance • Human potential remains unrealised • Organisations find it difficult to inspire innovative ideas • Consumers are overwhelmed by disconnected loyalty programmes leveraging uninspiring extrinsic rewards
  • 7. SOLUTIONS: • Organisations should understand the potential of gamification to design behaviours, develop skills and enable innovation through lowrisk applications • Project managers should engage game designers or organisations with experience in gamification in early implementations • Strategic planners should learn how gamification is applied in their industries and how their organizations can use it to engage employees or customers
  • 9. STRUCTURAL GAMIFICATION: • Application of game-elements to propel a user through content without changing the content itself • The content does not become game-like, only the structure around the content does • Primary focus is to motivate the user to go through the content and to engage them in the process through rewards • Most common elements are points, badges, achievements and levels • Typically has a leaderboard and methods of tracking learning progress
  • 10. EXAMPLE OF STRUCTURAL GAMIFICATION Learner gaining points within a course for watching a video or completing an assignment, in which the assignment or video had no game elements associated with them, other than the fact that the learner received points for watching the video or completing the assignment.
  • 11. CONTENT GAMIFICATION: • Application of game elements and game thinking to alter non-game content to make it more game-like • Adding the elements DOES NOT turn the content into a game • The elements provide context or activities that are used within games and add them to the content being taught
  • 12. EXAMPLE OF CONTENT GAMIFICATION Adding story elements to a compliance course or starting a course with a challenge instead of a list of objectives are both methods of content gamification.
  • 13. SOME FAMOUS EXAMPLES OF GAMIFIED CONTENT How Y’all, Youse and You Guys Talk (dialogue quiz on www.nytimes.com) The Adele Dazeem Generator: Travoltify Your Name (www.slate.com) How Much Time Have You Wasted on Facebook? (www.time.com)
  • 14. IS GAMIFICATION THE MAGICAL ELIXIR? MAY BE NOT?
  • 15. IS GAMIFICATION ALL GOOD? Nothing is entirely good, or totally bad. You should gamify content where you really need to. And you need to do it well. Or else you are asking for trouble. Why? Let’s find out.
  • 16. THE GOOD Gamification increases employee engagement Gamification offers immediate signs of achievement and progress Gamification allows the best and brightest to shine Gamification is a new type of credential
  • 17. THE BAD Gamification is often not implemented correctly Mandated play isn’t really play Gamification is an invitation to cheat Novelty tends to wear off
  • 18. CONTROLLED IMPLEMENTATION IS GOOD. OVERINDULGENCE IS BAD.