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What is a serious game?
A serious game is a game with a
serious purpose for example
training, recruitment, assessment,
etc.
Copyrights Gamification Nation apply 1
Prepared by An Coppens
September 2019
www.gamificationnation.com
Masterclass:
Gamification in HR
workbook
My vision:
The future of work is human
augmented by technology
An Coppens -2019
Copyrights Gamification Nation apply 2
My mission is to have you walk away with an
actionable understanding of gamification and how it
can apply to HR for your organisationCopyrights Gamification Nation apply 4
How do you know the difference between
gamification and a serious game?
• Player stays in the business process
• Feedback happens through doing
regular work tasks
Gamification Serious game
Copyrights Gamification Nation apply 5
• Player steps into a game environment
• Feedback takes place in a debrief
outside of the game environment
What would you like to gamify?
Copyrights Gamification Nation apply 6
Market predictions
The global gamification market to
increase to USD 19.39 billion by
2023
Significant portion of
growth in enterprise
gamification solutions
Mobile accessibility key
Collaborative gaining
ground over competitive
systems
Source: Mordor Intelligence
Copyrights Gamification Nation apply 24
Where are companies using gamification?
Employer
branding
Assessment
Recruitment Onboarding
Productivity
Performance
Well-being Job mastery
Job rotation
Job
enrichment
Exit
Promotion
An Coppens2013
Copyrights Gamification Nation apply 68
Why
gamification
in HR?
Games test ability to overcome
obstacles
It is the language of young
people all over the world
Games transcend diversity
barriers
Traditional techniques have
strong personal bias
Copyrights Gamification Nation apply 9
Results to
date
Broader targeting of specific and diverse
groups without raising hiring budgets
Drop out rate during the application
process decreases
Better candidate/Job fit
Increased diversity in candidates going
forward
Predictable success of candidates
Copyrights Gamification Nation apply 10
Employee engagement – where are we at?
• Disengaged employees cost organizations between $450 and
$550 billion annually (The Engagement Institute)
• 63% of the workforce was engaged in 2016 (24% highly
engaged, 39% were moderately engaged (Aon Hewitt)
• 37% of engaged employees are looking for jobs or watching
for opportunities, as are 56% of not engaged and 73% of
actively disengaged employees (Gallup)
Copyrights Gamification Nation apply 79
Driving business performance through people
Copyrights Gamification Nation apply 12
Understanding the players
Observation of current
behaviour
Existing reports and data
Surveys and focus groups
Workshops and pilot
testing
Your
employees
Copyrights Gamification Nation apply 13
Try out some digital gamification
Copyrights Gamification Nation apply 14
• https://app.gametize.com/game/spotcompetition
• https://app.gametize.com/game/GamiQuiz
• https://app.gametize.com/game/airlineclient
• Learn about the options in the platform
– https://app.gametize.com/game/demo-copy-F8CP
If you want to play
along
Copyrights Gamification Nation apply 15
• Gametize.com
• Set-up account
• Use code: KeithSaysHi
• If that doesn’t work:
CatsAndWhiskey
A gamified learning example from the classroom
Copyrights Gamification Nation apply 146
When to use gamification or not in learning?
Copyrights Gamification Nation apply 17
Not useful when
• Learner wants a quick fix
• Emergency
• Checklist is more appropriate
• A learner has no base knowledge
Useful when
• Creating an experience that matters
• It serves a clear purpose
• Retention of knowledge is important
• On paths to mastery
• Nudging will lead to implementation
LEVEL 2 – SYSTEMS GAMIFICATION
Source: An Coppens (2014)
www.gamificationnation.com
Why are
they
learning?
What is their
desired level of
proof
Copyrights Gamification Nation apply 18
Gives learning structure
•Points
•Un-lockable Content
•Content Leaderboard
Progression
Habit building
Fun
Personalised
& adaptive
•Progression Tracking
•Levels
•Dashboards On My Activities
Skills improvement •Scoring
•Winning Streak
•Learning Energy
•Surprises
•Badges
•Feedback Based
•On Performance
Publish and give expert advice
Become a coach or mentor on thetopic
Train someone else in same subject
matter
360 proof: from peers, managers and ideally
clients also
Why are
they
learning?
What is their
desired level of
proof
LEVEL 3 – EVIDENCE OF LEARNING GAMIFICATION
Copyrights Gamification Nation apply 19
Quality rating by others through peer review or
skills feedback
Application to real life situations: Evidenced by self
and reported by self, then confirmed by others
Inner proof to the individual
and content evaluation
SHAREABLE PROOF
Source: An Coppens (2014)
www.gamificationnation.com
A sample gamified leadership learner journey
What &Why
How am I
performing inthis
context
Reflection onfeedback
Leadership context dilemma:
• Testing new wayssafely
• Asking questions without losing face
Testing newways
What else can Ido
Embed newskill
A feedbackdiagnostic
coaching
Awareness Awareness simulation
Scenario based role playing games or leadershiptamagotchi
Sharing stories
Copyrights Gamification Nation apply 20
TEST PILOT WITH DIFFERENT
AUDIENCE SEGMENTS
Men – Women – age groups – tech savvy – tech novices – etc.
Copyrights Gamification Nation apply 21
“If a battle is imminent, focus
on the end-user”
An Coppens
Copyrights Gamification Nation apply 22
“So what should we be mindful
of next?
• Teaching humans to work
alongside artificial
intelligence driven systems or
even colleagues
• AI collaboration for skills
growth and performance
• Adaptive gamification aimed
at the individual”
An Coppens
Copyrights Gamification Nation apply 23
Copyrights Gamification Nation apply 24
Play is the highest form of research
Albert Einstein
Copyrights Gamification Nation apply 25
Pre-order your copy:
https://www.pencraftpublishing.com
Copyrights Gamification Nation apply 26
Feedback is a must have
Copyrights Gamification Nation apply 27

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Some slides of the MasterClass in Gamification 3.0 - 4+5 September 2019 - Wien - An Coppens

  • 1. What is a serious game? A serious game is a game with a serious purpose for example training, recruitment, assessment, etc. Copyrights Gamification Nation apply 1
  • 2. Prepared by An Coppens September 2019 www.gamificationnation.com Masterclass: Gamification in HR workbook
  • 3. My vision: The future of work is human augmented by technology An Coppens -2019 Copyrights Gamification Nation apply 2
  • 4. My mission is to have you walk away with an actionable understanding of gamification and how it can apply to HR for your organisationCopyrights Gamification Nation apply 4
  • 5. How do you know the difference between gamification and a serious game? • Player stays in the business process • Feedback happens through doing regular work tasks Gamification Serious game Copyrights Gamification Nation apply 5 • Player steps into a game environment • Feedback takes place in a debrief outside of the game environment
  • 6. What would you like to gamify? Copyrights Gamification Nation apply 6
  • 7. Market predictions The global gamification market to increase to USD 19.39 billion by 2023 Significant portion of growth in enterprise gamification solutions Mobile accessibility key Collaborative gaining ground over competitive systems Source: Mordor Intelligence Copyrights Gamification Nation apply 24
  • 8. Where are companies using gamification? Employer branding Assessment Recruitment Onboarding Productivity Performance Well-being Job mastery Job rotation Job enrichment Exit Promotion An Coppens2013 Copyrights Gamification Nation apply 68
  • 9. Why gamification in HR? Games test ability to overcome obstacles It is the language of young people all over the world Games transcend diversity barriers Traditional techniques have strong personal bias Copyrights Gamification Nation apply 9
  • 10. Results to date Broader targeting of specific and diverse groups without raising hiring budgets Drop out rate during the application process decreases Better candidate/Job fit Increased diversity in candidates going forward Predictable success of candidates Copyrights Gamification Nation apply 10
  • 11. Employee engagement – where are we at? • Disengaged employees cost organizations between $450 and $550 billion annually (The Engagement Institute) • 63% of the workforce was engaged in 2016 (24% highly engaged, 39% were moderately engaged (Aon Hewitt) • 37% of engaged employees are looking for jobs or watching for opportunities, as are 56% of not engaged and 73% of actively disengaged employees (Gallup) Copyrights Gamification Nation apply 79
  • 12. Driving business performance through people Copyrights Gamification Nation apply 12
  • 13. Understanding the players Observation of current behaviour Existing reports and data Surveys and focus groups Workshops and pilot testing Your employees Copyrights Gamification Nation apply 13
  • 14. Try out some digital gamification Copyrights Gamification Nation apply 14 • https://app.gametize.com/game/spotcompetition • https://app.gametize.com/game/GamiQuiz • https://app.gametize.com/game/airlineclient • Learn about the options in the platform – https://app.gametize.com/game/demo-copy-F8CP
  • 15. If you want to play along Copyrights Gamification Nation apply 15 • Gametize.com • Set-up account • Use code: KeithSaysHi • If that doesn’t work: CatsAndWhiskey
  • 16. A gamified learning example from the classroom Copyrights Gamification Nation apply 146
  • 17. When to use gamification or not in learning? Copyrights Gamification Nation apply 17 Not useful when • Learner wants a quick fix • Emergency • Checklist is more appropriate • A learner has no base knowledge Useful when • Creating an experience that matters • It serves a clear purpose • Retention of knowledge is important • On paths to mastery • Nudging will lead to implementation
  • 18. LEVEL 2 – SYSTEMS GAMIFICATION Source: An Coppens (2014) www.gamificationnation.com Why are they learning? What is their desired level of proof Copyrights Gamification Nation apply 18 Gives learning structure •Points •Un-lockable Content •Content Leaderboard Progression Habit building Fun Personalised & adaptive •Progression Tracking •Levels •Dashboards On My Activities Skills improvement •Scoring •Winning Streak •Learning Energy •Surprises •Badges •Feedback Based •On Performance
  • 19. Publish and give expert advice Become a coach or mentor on thetopic Train someone else in same subject matter 360 proof: from peers, managers and ideally clients also Why are they learning? What is their desired level of proof LEVEL 3 – EVIDENCE OF LEARNING GAMIFICATION Copyrights Gamification Nation apply 19 Quality rating by others through peer review or skills feedback Application to real life situations: Evidenced by self and reported by self, then confirmed by others Inner proof to the individual and content evaluation SHAREABLE PROOF Source: An Coppens (2014) www.gamificationnation.com
  • 20. A sample gamified leadership learner journey What &Why How am I performing inthis context Reflection onfeedback Leadership context dilemma: • Testing new wayssafely • Asking questions without losing face Testing newways What else can Ido Embed newskill A feedbackdiagnostic coaching Awareness Awareness simulation Scenario based role playing games or leadershiptamagotchi Sharing stories Copyrights Gamification Nation apply 20
  • 21. TEST PILOT WITH DIFFERENT AUDIENCE SEGMENTS Men – Women – age groups – tech savvy – tech novices – etc. Copyrights Gamification Nation apply 21
  • 22. “If a battle is imminent, focus on the end-user” An Coppens Copyrights Gamification Nation apply 22
  • 23. “So what should we be mindful of next? • Teaching humans to work alongside artificial intelligence driven systems or even colleagues • AI collaboration for skills growth and performance • Adaptive gamification aimed at the individual” An Coppens Copyrights Gamification Nation apply 23
  • 25. Play is the highest form of research Albert Einstein Copyrights Gamification Nation apply 25
  • 27. Feedback is a must have Copyrights Gamification Nation apply 27