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1 of 23
Master Sole 24 Ore 23/02/2013
2
Public and private companies should look
at Candy Crush and Clash of Clans as
models (and rivals) for the economical and
temporal attension span of their
customers.
3
Loyalty programs active users have steadily declined since 2010 at a rate of 2% to 3% per year. Over 50% of
accumulated points , with an estimated worth of $50 billion, are never redeemed.
According to Gallup, only 15% of the worldwide workforce is actively engaged in their companies, it means
we are losing billion of dollars hiring «ghost» workers.
During the high school, only 30% of the students are engaged with the curricula and in the classroom
According to the World Bank, election turnout is declining across the world. Over the last 25 years, the
average global voter turnout rate dropped by more than 10%.
From 2000 to 2015 the suicide rate increased 27% among young adults aged 20 to 35 in several western
countries.
How is it possible that a world that travels at a
never-experienced speed, a world full of
choices and stimuli, a world where has been
produced more data and contents in the
last 10 years than in the rest of human
being's history suffers so high rates of
DISENGAGEMENT starting by the early of the
century?
Probably the younger generations grew up (Gen Y) and born (Gen
Z) during the 4th
industrial revolution – symbolized by internet – are
living a short-circuit between their needs, dreams and ways of
acting and the world they live in. Pillars such as education, work,
products, services are not more structured to fulfill our teenagers
and young adults and let them to express completely their potential.
A world thought at the beginning of the last
century: top down, pyramidal, bureaucratic,
inflexible, functional and with a
standardized mass production.
In the last 5 years worldwide companies
have spent more than $1 trillion in new
websites, applications, social media
strategies, updated loyalty programs, crm
2.0…with few or no results .
There is no more time, we
have to deeply rethink our
products and services and,
probably, even our social
structures.
Master Sole 24 Ore 23/02/2013
ENGAGEMENT REVOLUTIONENGAGEMENT REVOLUTIONFew companies are monopolizing our
time. One of the secrets behind the
success of Netflix, Youtube, Facebook,
Instagram, Spotify is what I call
“Engagement Centered Design”.
Experiences designed with and for the
audience!
Even before money, time is
the gold asset for the modern
society and the most
important KPI which every
company should look at.
Master Sole 24 Ore 23/02/2013
Engagement is not something magical, it can be
scientifically planned and designed, this is the
greatest lesson I learned in the last 15 years
spent working in the videogame industry (E.A.
Mobile, Vivendi Games). Hundreds of mechanics
and dynamics, split by targets and aims, already
successfully tested and deployed.
Master Sole 24 Ore 23/02/2013
Every company should hire an “Engagement Director” and/or
a “Gamification Designer” as cross department roles useful
in the digital trasnformation/change management processes.
Right now on Linkedin there are +6000 “engagement
director” open positions.
Engagement is not technology or budget driven. The starting point is
how to bring the individual at the center of the experience with his
motivations, feelings and emotions.
11
ENGAGEMENT PYRAMIDENGAGEMENT PYRAMID
This Pyramid comes from a book I
published this year based on
thousands of interview where I was
investigating the reason why we are
involved with some objects and
experiences and how to design the
start, the maintenance and even the
ending of this “relationship”.
The previous example is
ascribable to “engagement by
attraction”, a visceral level that
works well in the short term and
is tightly connected with our
primitive area of the brain.
American professor Berry White Jr.
understood on the field how important is,
especially for new generations, to establish
meaningful and deep relationships. When
we feel important and unique we perform
better, we spend more, we store data in
our long term memory and we become
pro-active.
Introducing a personalized greeting gets in
return higher level of customer’s
satisfaction and loyalty in a restaurant. In
the same way just try to delivery a product
with two hands and the profit of your retail
chain will rise.
Master Sole 24 Ore 23/02/2013
#1 PERSONALIZZAZIONE
14
With retention and frequency in mind as KPI, we
stressed the personalization’s dynamic in this project.
Without going into details of a 30 page gamification
design document, we introduced the “choice your
tree’s name option”. On top of this, every tree has 3
different state of health that requires active actions
(harvesting, watering) on a monthly base. The
reward? According to the health status, the tree starts
a different one to one conversation with the owner.
4Food let its customers to customize and personalize the sandwitch across hundreds of option. Each sandwich is unique and at the end of the
process you can assign a name. Starting by that moments that sandwich is YOUR and will be available on the website. Every time someone
buys it you earn a 25cents royalty.
15
16
Imagine yourself as an internship
librarian, your boss ask you to catalogue
all books for the next 6 months. It is
going to be a boring experience and your
productivity will drop day by day.
Imagine the same goal organized in a
game like environment, in a “snackable”
experience:
- Progressive short and long-terms aims
- Multiple and varies activities
- Progress bars to tracks your effort
- Rewards
- Progressive learning curve
- Multitasking
- Real time feedback
- Unpredictable
- Freedom
23/02/2013
Our attention span is going down and at
the same time our brain is faster than
ever connecting different stimuli. The
challenge is how to deliver complex
contents in a “snackable” way working on
framing and spacing.
18
In the “work in progress” worldwide e-
learning platform of Fiat Chrysler, we are
introducing micro-learning gamified
moments as a knowledge transfer tool
We are going to deliver micro-learning
moments based on 90 seconds daily
quiz. If you miss the answer, you lose a
life and if you lose all the lifes you have
to wait or ask a life to your colleagues. If
u reply correctly, you earn points
according to your speed.
19
Players play an active role in the video
games, they costantly take meaningful
choices, they influence the gameplay and
even alter the ending of the story.
STORYTELLING
Il Regno dei Funghi è un luogo pacifico in cui creature dalla testa fungina chiamate Toad vivono in perfetta armonia. Questa pace viene
compromessa dal malvagio re dei Koopa Troopa Bowser e dal suo esercito che conquista il territorio e trasforma gli abitanti in blocchi di mattoni.
Successivamente rapisce la principessa del regno Peach Toadstool, l'unica in grado di spezzare l'incantesimo che grava sui Toad…
20
Father and Son is an interactive story we
published for free on the app stores last
April 2017 on behalf of the Archeological
Museum of Naples. It spreads worldwide
the beauty of Naples and the emotions
connected to the museum’s collection in
an emotional way through the story of an
archeologist father and his son
21
- The Hospital handles more young
patients everyday
- Sedative cost reduction
- Enjoyable work environment
- Higher adherence to medical protocols
- The Hospital handles more young
patients everyday
- Sedative cost reduction
- Enjoyable work environment
- Higher adherence to medical protocols
A primary bank asked us to motivate their
workforce. Each employee gets
personalized and comaparable daily
goals. Social pressure + social
comparison
STRUTTURARE MISSIONI
-25.000 messangers certified in 30
days
-54.804 Social Wall Interactions in 45
days
-100.000 missions accomplished
 

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Gamification Turkey Summit - Fabio Viola -

  • 1. Master Sole 24 Ore 23/02/2013
  • 2. 2 Public and private companies should look at Candy Crush and Clash of Clans as models (and rivals) for the economical and temporal attension span of their customers.
  • 3. 3 Loyalty programs active users have steadily declined since 2010 at a rate of 2% to 3% per year. Over 50% of accumulated points , with an estimated worth of $50 billion, are never redeemed. According to Gallup, only 15% of the worldwide workforce is actively engaged in their companies, it means we are losing billion of dollars hiring «ghost» workers. During the high school, only 30% of the students are engaged with the curricula and in the classroom According to the World Bank, election turnout is declining across the world. Over the last 25 years, the average global voter turnout rate dropped by more than 10%. From 2000 to 2015 the suicide rate increased 27% among young adults aged 20 to 35 in several western countries.
  • 4. How is it possible that a world that travels at a never-experienced speed, a world full of choices and stimuli, a world where has been produced more data and contents in the last 10 years than in the rest of human being's history suffers so high rates of DISENGAGEMENT starting by the early of the century?
  • 5. Probably the younger generations grew up (Gen Y) and born (Gen Z) during the 4th industrial revolution – symbolized by internet – are living a short-circuit between their needs, dreams and ways of acting and the world they live in. Pillars such as education, work, products, services are not more structured to fulfill our teenagers and young adults and let them to express completely their potential. A world thought at the beginning of the last century: top down, pyramidal, bureaucratic, inflexible, functional and with a standardized mass production.
  • 6. In the last 5 years worldwide companies have spent more than $1 trillion in new websites, applications, social media strategies, updated loyalty programs, crm 2.0…with few or no results . There is no more time, we have to deeply rethink our products and services and, probably, even our social structures.
  • 7. Master Sole 24 Ore 23/02/2013 ENGAGEMENT REVOLUTIONENGAGEMENT REVOLUTIONFew companies are monopolizing our time. One of the secrets behind the success of Netflix, Youtube, Facebook, Instagram, Spotify is what I call “Engagement Centered Design”. Experiences designed with and for the audience! Even before money, time is the gold asset for the modern society and the most important KPI which every company should look at.
  • 8. Master Sole 24 Ore 23/02/2013 Engagement is not something magical, it can be scientifically planned and designed, this is the greatest lesson I learned in the last 15 years spent working in the videogame industry (E.A. Mobile, Vivendi Games). Hundreds of mechanics and dynamics, split by targets and aims, already successfully tested and deployed.
  • 9. Master Sole 24 Ore 23/02/2013 Every company should hire an “Engagement Director” and/or a “Gamification Designer” as cross department roles useful in the digital trasnformation/change management processes. Right now on Linkedin there are +6000 “engagement director” open positions.
  • 10. Engagement is not technology or budget driven. The starting point is how to bring the individual at the center of the experience with his motivations, feelings and emotions.
  • 11. 11 ENGAGEMENT PYRAMIDENGAGEMENT PYRAMID This Pyramid comes from a book I published this year based on thousands of interview where I was investigating the reason why we are involved with some objects and experiences and how to design the start, the maintenance and even the ending of this “relationship”. The previous example is ascribable to “engagement by attraction”, a visceral level that works well in the short term and is tightly connected with our primitive area of the brain.
  • 12. American professor Berry White Jr. understood on the field how important is, especially for new generations, to establish meaningful and deep relationships. When we feel important and unique we perform better, we spend more, we store data in our long term memory and we become pro-active. Introducing a personalized greeting gets in return higher level of customer’s satisfaction and loyalty in a restaurant. In the same way just try to delivery a product with two hands and the profit of your retail chain will rise.
  • 13. Master Sole 24 Ore 23/02/2013 #1 PERSONALIZZAZIONE
  • 14. 14 With retention and frequency in mind as KPI, we stressed the personalization’s dynamic in this project. Without going into details of a 30 page gamification design document, we introduced the “choice your tree’s name option”. On top of this, every tree has 3 different state of health that requires active actions (harvesting, watering) on a monthly base. The reward? According to the health status, the tree starts a different one to one conversation with the owner.
  • 15. 4Food let its customers to customize and personalize the sandwitch across hundreds of option. Each sandwich is unique and at the end of the process you can assign a name. Starting by that moments that sandwich is YOUR and will be available on the website. Every time someone buys it you earn a 25cents royalty. 15
  • 16. 16 Imagine yourself as an internship librarian, your boss ask you to catalogue all books for the next 6 months. It is going to be a boring experience and your productivity will drop day by day. Imagine the same goal organized in a game like environment, in a “snackable” experience: - Progressive short and long-terms aims - Multiple and varies activities - Progress bars to tracks your effort - Rewards - Progressive learning curve - Multitasking - Real time feedback - Unpredictable - Freedom
  • 17. 23/02/2013 Our attention span is going down and at the same time our brain is faster than ever connecting different stimuli. The challenge is how to deliver complex contents in a “snackable” way working on framing and spacing.
  • 18. 18 In the “work in progress” worldwide e- learning platform of Fiat Chrysler, we are introducing micro-learning gamified moments as a knowledge transfer tool We are going to deliver micro-learning moments based on 90 seconds daily quiz. If you miss the answer, you lose a life and if you lose all the lifes you have to wait or ask a life to your colleagues. If u reply correctly, you earn points according to your speed.
  • 19. 19 Players play an active role in the video games, they costantly take meaningful choices, they influence the gameplay and even alter the ending of the story.
  • 20. STORYTELLING Il Regno dei Funghi è un luogo pacifico in cui creature dalla testa fungina chiamate Toad vivono in perfetta armonia. Questa pace viene compromessa dal malvagio re dei Koopa Troopa Bowser e dal suo esercito che conquista il territorio e trasforma gli abitanti in blocchi di mattoni. Successivamente rapisce la principessa del regno Peach Toadstool, l'unica in grado di spezzare l'incantesimo che grava sui Toad… 20 Father and Son is an interactive story we published for free on the app stores last April 2017 on behalf of the Archeological Museum of Naples. It spreads worldwide the beauty of Naples and the emotions connected to the museum’s collection in an emotional way through the story of an archeologist father and his son
  • 21. 21 - The Hospital handles more young patients everyday - Sedative cost reduction - Enjoyable work environment - Higher adherence to medical protocols
  • 22. - The Hospital handles more young patients everyday - Sedative cost reduction - Enjoyable work environment - Higher adherence to medical protocols A primary bank asked us to motivate their workforce. Each employee gets personalized and comaparable daily goals. Social pressure + social comparison
  • 23. STRUTTURARE MISSIONI -25.000 messangers certified in 30 days -54.804 Social Wall Interactions in 45 days -100.000 missions accomplished