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Slides for my workshop on Enterprise Gamification at Gamification World Asia Pacific 2012.
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Gamification - Techniques and its applications to enterprises
1.
Gamification Techniques and its
applications to enterprises.
2.
Keith Ng Co-Founder and
CEO a.k.a “Hustle Ninja”
3.
Brenda Nicole Tan Co-Founder and
CMO a.k.a “All-in-one Ninja”
4.
5.
6.
7.
Let’s talk gamification.
8.
Bartle’s Player Types
9.
Gamification is …
game elements and The use of game design techniques in non- game contexts.
10.
Gamification is NOT
… Points and badges Serious gaming Edugaming Social gaming Advert gaming Farmville
11.
It is a
strategy.
12.
Games are powerful. They
can be addictive and have a strong pull factor.
13.
What is the average
age of a gamer? Closest answer = 20 points 2nd closest answer = 10 points
14.
It’s natural to
play. We’ve been playing since young, and play is for everyone.
15.
Does your enterprise
need gamification?
16.
Make a list
of areas in an enterprise where gamification can be applied.
17.
Online
collaboration
18.
Productivity
19.
Efficiency
20.
Innovation
21.
Health & Wellness
22.
Do you have
a clear 1. problem to solve?
23.
Can your problem
be 2. addressed by motivation?
24.
Intrinsic motivation: “I do
it because I want to.”
25.
Extrinsic motivation: “I do
it because I’ll receive a reward.”
26.
Is your answer
to both questions YES? Then, gamification’s right for you!
27.
The essential steps
of gamification
28.
1.
Define your problem 2. Determine your goal Identify your target 3. behavior(s) 4. Profile your players 5. Design your strategy
29.
Define your 1.
problem.
30.
Determine your 2.
business goal.
31.
3.
target Identify your behavior(s).
32.
Target
Behavior Sub- Sub- behavior behavior
33.
Define metrics to
measure these behaviors.
34.
Profile your 4.
players.
35.
Know what motivates them.
36.
Bartle’s Player Types
37.
Which player type do
most people fit in? Correct answer = 20 points
38.
Got your data? 5.
Design a strategy.
39.
The GAMETISE Framework
40.
Key Elements
Key Goals GAME T I S E Generous Rewards Togetherness Appeal Intrinsic Motivation Maintainability Social Actions Easy to Start Engagement
41.
Key Elements
42.
Generous Rewards
G
43.
Tangible
Rewards Discounts, vouchers, physical gifts, trophies, money, workplace benefits (eg. additional day off) G
44.
Intangible
Rewards Status (social recognition, rank), exclusive content, power-up, sense of belonging, virtual points, virtual items, badges G
45.
Overjustification
Effect You stop doing it because you want to, but because the reward is there. G
46.
Appeal
A
47.
What makes things fun?
48.
FUN collecting, Problem solving,
= teamwork, surprise, exploring, recognition, winning A
49.
Maintainable
M
50.
Hedonic Threadmill = Rewards
are so “expected” you have to keep giving bigger and better rewards to keep them excited M
51.
Easy to Start
E
52.
Key Goals
53.
T Togetherness
54.
Intrinsic Motivation
I
55.
I
extrinsic Currently, it’s motivation that drive people in a typical workplace.
56.
Ideally, people should
love doing something for its own sake. I
57.
Intrinsic motivation? Competence Autonomy Relatedness
I
58.
S Social Actions
59.
E Engagement
60.
But … be careful!
61.
should not The game distract
from the job.
62.
63.
People will
cheat.
64.
Gamification in
Action
65.
PASS
66.
Problem Difficult for programmers
to find help on code-related problems.
67.
Goal Q&A site for
programmers to ask code-specific questions and receive answers from members.
68.
Target
Behavior Answer code-related questions from other members.
69.
A reward system
that is reflective of what its members find meaningful.
70.
Reputation scores determined
by validation from other members.
71.
Easy to identify
who has expertise in what.
72.
>2 million registered
users ~5000 new questions daily >10000 new answers daily
73.
PASS
74.
Problem Language quality control
is a long, tiring, mind-numbing process.
75.
Spot and correct
language errors in all Windows 7 versions quickly & efficiently. Goal
76.
Target Behavior Employees to browse
copy samples and spot errors.
77.
The Language Quality
Game
78.
The Language Quality
Game
79.
Employees competed with employees
from other Microsoft offices in the no. of bugs found.
80.
>4000
employees >0.5 million dialogs boxes viewed >7000 errors fixed
81.
FAIL
82.
Increase the productivity
of housekeepers in their hotels.
83.
Leaderboard to track
all workers’ performances.
84.
“The Electronic Whip”
85.
PASS
86.
ACE Entrepreneurship
Week 2012 9-10 November 2012
87.
Problem Difficult to channel
traffic to sponsoring merchants.
88.
Encourage AEW 2012 participants
to patronize sponsoring merchants. Goal
89.
Target
Behavior Scan the QR codes of participating merchants.
90.
Target
Behavior Do challenges at merchants outlets.
91.
92.
Now, it’s your turn!
93.
1.
Define your problem 2. Determine your goal Identify your target 3. behavior(s) 4. Profile your players 5. Design your strategy
94.
E-COMMERCE HELPDESK CUSTOMER
SERVICE PRODUCTIVITY LEARNING! INNOVATION!
95.
Keep In Touch!
J Keith Ng @keizng Brenda @brendalogy
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