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Gamification Innovation and the
           Enterprise

         Javed Mohammed
       Innovation and Marketing Consultant

                k2film@live.com
       alchemyofinnovation.wordpress.com
             A K2Vista Production
Agenda
•   Games Vs. Gamification
•   Why it’s important
•   How does it work
•   Where doesn’t it work
•   Conclusions
72% of American households play
   computer or video games




        • Soon we will all be gamers
One Billion Gamers
Demographic Shift
   • Generation Y:
   • (Echo Boomers or Millenniums:
     Born: 1977-1994)
   • Sophisticated, technology wise,
     immune to most traditional
     marketing and sales pitches...
     exposed to it all since early
     childhood.




http://www.socialmarketing.org/newsletter/fe
atures/generation3.htm
Demographic Shift
• Generation Z
• Born: 1995-2012
• Gen Z kids will grow up with a
  highly sophisticated media and
  computer environment and will
  be more Internet savvy and
  expert than their Gen Y
  forerunners.
92% of two-year olds play games!
10 benefits of playing games

1.   Joy             •   Curiosity
2.   Relief          •   Excitement
3.   Love            •   Awe & Wonder
4.   Surprise        •   Contentment
5.   Pride           •   Creativity
Enterprise and Gaming: like oil and
         water? Not really
Games vs. Gamification
• Games: getting people to voluntarily engage in
  an activity or goal with certain rules and
  results.
• Gamification: embedding game mechanics
  and game design techniques into new kinds of
  work that engages employees, customers and
  partners.
Games vs. Gamification
            Games              Gamification
            Leader                  Leader
            boards                  boards

Narrative            Points          Useful Points
             FUN
                                     Activity
  Levels                      Levels
      Engagement                  Engagement
Why Gamification is important
       • Avg 21 yr old
         spent 10,000
         hours gaming.
       • They are
         tomorrows
         workforce.



http://www.gartner.com/it/page.jsp?id=16292
14s http://researchkart.wordpress.com
Levels of engagement at work
•   Frustration/Anxiety
•   Boredom
•   Somewhere in the middle
•   Fully Engaged
Why Gamification is important

  • Only a 1/3 of the
    workforce is engaged
    (lost productivity
    costs the US
    economy $370B
    annually. (Gallup)


http://www.gartner.com/it/page.jsp?id=16292
14s http://researchkart.wordpress.com
Why Gamification is important
       • By 2015, more than 50% of organizations that
         manage innovation processes will gamify
         them (Gartner)
       • By 2016, 70% of Global 2000 companies will
         have at least one gamified
         application(Gartner)
       • ResearchKart says Gamification industry to
         grow to a 3.6 billion dollar market between
         2012-2017
http://www.gartner.com/it/page.jsp?id=16292
14s http://researchkart.wordpress.com
Web users trading Virtual Goods grew
     from 13% to 21% in 2011
What if we could bring the positive
benefits of gaming into the real world?
    •   Greater productivity
    •   Employee satisfaction
    •   Solve real world problems
    •   Continue innovation legacy
    •   By adding game-like elements we can
        increase participation and
        engagement in any experience
Kinds of engagement

• Engage the senses: watch video, listen audio,
  see photo
• Volunteer information
• Answer a survey
• Visit/Recommend affiliate sites
The Challenge is to find common ground

      Games         Gamification


                       Useful
         FUN
                       Activity

       Individual       Business
       interest         interest
Successful use of gamification in
               business
• Frequent Flyer programs
  – Earn travel miles
  – Earn badges, silver, gold, platinum
  – Challenges: fly 2 segments and earn a bonus 5000
    miles
• Credit Card rewards
• Nike+ and iPod
  – Gamified exercise
• Salesforce leaderboard
At its core gamification
• Engages the ego by challenging it in someway, so
  that you can be ranked doing an activity wrt your
  peers.
• There’s a goal and there’s competition.
• If you can be the best xyz player in your family,
  friends, co-workers, city, country, universe,… you
  get the picture.
• As a business your goal is to engage the user to
  perform a particular behavior. Sounds nasty, but
  if used for good they can become fans or even
  evangelists.
To make applications more engaging

• Pay attention to visual design

• Build in novelty/uncertainty

• Incorporate social elements
Incentive
•   Reward
•   Status
•   Achievement
•   Self Expression
•   Competition
•   Altruism
Creating incentives
• To get people to participate in innovation,
  requires different incentives.
1. Recognition: A mention in the newsletter,
   lunch with an executive, Leaderboard
2. Competition: Leaderboard
3. Economic incentives: A financial or other
   type of gift
4. Altruistic reasons: if self motivated no need
   for rewards
Game Mechanics: Intrinsic &
       Extrinsic motivation
•   Points
•   Levels
•   Challenges
•   Virtual Goods
•   Leaderboards
•   Gifting & Charity
Gamification Mechanics: Progress
• Badges: Goals, Rewards, Status
• Leaderboards Comparison ,
  Competition
• Points Tracking & Feedback
• Incentives Rewards
Personalization, Pride & Pace
• Players should be allowed to customize &
  express themselves – eg Username, Avatar,
  Look/feel
• Need to build a connection with the user and
  appeal to their pride, ego.
• The pacing and rewards should be in the
  sweet spot to keep them hooked and become
  a repeat customer
Mastery & levels
                  Master

         Expert

Novice
The Journey and Experience
• The whole experience of
  onboarding , and the journey
  through the game must be a
  narrative that piques their
  curiosity and has sufficient
  attraction or rewards that it
  keeps them coming back.
Gamification: finding the zen
                          challenge > talents + abilities => Stressed



                                                        challenge =talents + abilities => Flow




                                     challenge < talents + abilities => Bored




Flow by Mihaly Csikszentmihalyi
Intrinsic motivation and the 16 basic
              desires theory
        1. Acceptance, the need for approval
        2. Curiosity, the need to learn
        3. Eating, the need for food
        4. Family, the need to raise children
        5. Honor, the need to be loyal to the traditional
           values of one's clan/ethnic group
        6. Idealism, the need for social justice
        7. Independence, the need for individuality
        8. Order, the need for organized, stable,
           predictable environments
Professor Steven Reiss
Intrinsic motivation and the 16 basic
              desires theory

  1. Physical activity, the need for exercise
  2. Power, the need for influence of will
  3. Romance, the need for sex and for beauty
  4. Saving, the need to collect
  5. Social contact, the need for friends (peer
     relationships)
  6. Social status, the need for social standing/importance
  7. Tranquility, the need to be safe
  8. Vengeance, the need to strike back and to compete
Professor Steven Reiss
Can apply Crowdsourcing
         and Gamification to address
                innovation
 Idea Generation
 Enterprise Collaboration
 Idea Markets
 Prediction Markets
 Jams
 Challenge Events
Things to beware of in gamification
• Bolting on points, reward, badges does not
  create gamifcation experience
• Bribing with real or virtual currency and
  rewards may only work in the short term
• Reputation online is not equal to achievement
  offline
• In order to compete people can game the
  system so spam filters need to detect this
Parting thoughts
• Gamification as with all new concepts and
  technologies is cool and can solve, improve,
  address some real world challenges.
• Many practioners of alchemy pursued the
  elixir of life or immortality but it is not the
  path to utopia
• The following are some questions to think
  about.
Parting thoughts
  • How will your customers, users experience in the real
    world the challenge you are trying to address?
  • What other forms of media are involved?
  • Is your core product, service compelling? If its not
    gamification may provide the sizzle but not the steak.
  • Gamification is a long term outlook, rather than a
    short-term fix so look at your time horizon and what
    resources you can commit to it.
  • As with innovation, ROI using gamification is hard to
    measure. There are quantitative and qualitative
    measures. Define your success.
Reference: Gamification 101 by Bunchball
Please share this
                 Favorite it, Tweet it, Facebook it. LinkedIn it

Buy the book “The Alchemy of Innovation” by Javed Mohammed on Amazon

  For more information and resources or if you would like me to consult or
        present please go to alchemyofinnovation.wordpress.com




      All images are from public domain and copyright of respective owners
                                A K2 Vista Project
                                 k2film@live.com
                       alchemyofinnovation.wordpress.com
                                  Copyright 2012

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Gamification innovation and the enterprise

  • 1. Gamification Innovation and the Enterprise Javed Mohammed Innovation and Marketing Consultant k2film@live.com alchemyofinnovation.wordpress.com A K2Vista Production
  • 2. Agenda • Games Vs. Gamification • Why it’s important • How does it work • Where doesn’t it work • Conclusions
  • 3. 72% of American households play computer or video games • Soon we will all be gamers
  • 5. Demographic Shift • Generation Y: • (Echo Boomers or Millenniums: Born: 1977-1994) • Sophisticated, technology wise, immune to most traditional marketing and sales pitches... exposed to it all since early childhood. http://www.socialmarketing.org/newsletter/fe atures/generation3.htm
  • 6. Demographic Shift • Generation Z • Born: 1995-2012 • Gen Z kids will grow up with a highly sophisticated media and computer environment and will be more Internet savvy and expert than their Gen Y forerunners.
  • 7. 92% of two-year olds play games!
  • 8. 10 benefits of playing games 1. Joy • Curiosity 2. Relief • Excitement 3. Love • Awe & Wonder 4. Surprise • Contentment 5. Pride • Creativity
  • 9. Enterprise and Gaming: like oil and water? Not really
  • 10. Games vs. Gamification • Games: getting people to voluntarily engage in an activity or goal with certain rules and results. • Gamification: embedding game mechanics and game design techniques into new kinds of work that engages employees, customers and partners.
  • 11. Games vs. Gamification Games Gamification Leader Leader boards boards Narrative Points Useful Points FUN Activity Levels Levels Engagement Engagement
  • 12. Why Gamification is important • Avg 21 yr old spent 10,000 hours gaming. • They are tomorrows workforce. http://www.gartner.com/it/page.jsp?id=16292 14s http://researchkart.wordpress.com
  • 13. Levels of engagement at work • Frustration/Anxiety • Boredom • Somewhere in the middle • Fully Engaged
  • 14. Why Gamification is important • Only a 1/3 of the workforce is engaged (lost productivity costs the US economy $370B annually. (Gallup) http://www.gartner.com/it/page.jsp?id=16292 14s http://researchkart.wordpress.com
  • 15. Why Gamification is important • By 2015, more than 50% of organizations that manage innovation processes will gamify them (Gartner) • By 2016, 70% of Global 2000 companies will have at least one gamified application(Gartner) • ResearchKart says Gamification industry to grow to a 3.6 billion dollar market between 2012-2017 http://www.gartner.com/it/page.jsp?id=16292 14s http://researchkart.wordpress.com
  • 16. Web users trading Virtual Goods grew from 13% to 21% in 2011
  • 17. What if we could bring the positive benefits of gaming into the real world? • Greater productivity • Employee satisfaction • Solve real world problems • Continue innovation legacy • By adding game-like elements we can increase participation and engagement in any experience
  • 18. Kinds of engagement • Engage the senses: watch video, listen audio, see photo • Volunteer information • Answer a survey • Visit/Recommend affiliate sites
  • 19. The Challenge is to find common ground Games Gamification Useful FUN Activity Individual Business interest interest
  • 20. Successful use of gamification in business • Frequent Flyer programs – Earn travel miles – Earn badges, silver, gold, platinum – Challenges: fly 2 segments and earn a bonus 5000 miles • Credit Card rewards • Nike+ and iPod – Gamified exercise • Salesforce leaderboard
  • 21. At its core gamification • Engages the ego by challenging it in someway, so that you can be ranked doing an activity wrt your peers. • There’s a goal and there’s competition. • If you can be the best xyz player in your family, friends, co-workers, city, country, universe,… you get the picture. • As a business your goal is to engage the user to perform a particular behavior. Sounds nasty, but if used for good they can become fans or even evangelists.
  • 22. To make applications more engaging • Pay attention to visual design • Build in novelty/uncertainty • Incorporate social elements
  • 23. Incentive • Reward • Status • Achievement • Self Expression • Competition • Altruism
  • 24. Creating incentives • To get people to participate in innovation, requires different incentives. 1. Recognition: A mention in the newsletter, lunch with an executive, Leaderboard 2. Competition: Leaderboard 3. Economic incentives: A financial or other type of gift 4. Altruistic reasons: if self motivated no need for rewards
  • 25. Game Mechanics: Intrinsic & Extrinsic motivation • Points • Levels • Challenges • Virtual Goods • Leaderboards • Gifting & Charity
  • 26. Gamification Mechanics: Progress • Badges: Goals, Rewards, Status • Leaderboards Comparison , Competition • Points Tracking & Feedback • Incentives Rewards
  • 27. Personalization, Pride & Pace • Players should be allowed to customize & express themselves – eg Username, Avatar, Look/feel • Need to build a connection with the user and appeal to their pride, ego. • The pacing and rewards should be in the sweet spot to keep them hooked and become a repeat customer
  • 28. Mastery & levels Master Expert Novice
  • 29. The Journey and Experience • The whole experience of onboarding , and the journey through the game must be a narrative that piques their curiosity and has sufficient attraction or rewards that it keeps them coming back.
  • 30. Gamification: finding the zen challenge > talents + abilities => Stressed challenge =talents + abilities => Flow challenge < talents + abilities => Bored Flow by Mihaly Csikszentmihalyi
  • 31. Intrinsic motivation and the 16 basic desires theory 1. Acceptance, the need for approval 2. Curiosity, the need to learn 3. Eating, the need for food 4. Family, the need to raise children 5. Honor, the need to be loyal to the traditional values of one's clan/ethnic group 6. Idealism, the need for social justice 7. Independence, the need for individuality 8. Order, the need for organized, stable, predictable environments Professor Steven Reiss
  • 32. Intrinsic motivation and the 16 basic desires theory 1. Physical activity, the need for exercise 2. Power, the need for influence of will 3. Romance, the need for sex and for beauty 4. Saving, the need to collect 5. Social contact, the need for friends (peer relationships) 6. Social status, the need for social standing/importance 7. Tranquility, the need to be safe 8. Vengeance, the need to strike back and to compete Professor Steven Reiss
  • 33. Can apply Crowdsourcing and Gamification to address innovation  Idea Generation  Enterprise Collaboration  Idea Markets  Prediction Markets  Jams  Challenge Events
  • 34. Things to beware of in gamification • Bolting on points, reward, badges does not create gamifcation experience • Bribing with real or virtual currency and rewards may only work in the short term • Reputation online is not equal to achievement offline • In order to compete people can game the system so spam filters need to detect this
  • 35. Parting thoughts • Gamification as with all new concepts and technologies is cool and can solve, improve, address some real world challenges. • Many practioners of alchemy pursued the elixir of life or immortality but it is not the path to utopia • The following are some questions to think about.
  • 36. Parting thoughts • How will your customers, users experience in the real world the challenge you are trying to address? • What other forms of media are involved? • Is your core product, service compelling? If its not gamification may provide the sizzle but not the steak. • Gamification is a long term outlook, rather than a short-term fix so look at your time horizon and what resources you can commit to it. • As with innovation, ROI using gamification is hard to measure. There are quantitative and qualitative measures. Define your success. Reference: Gamification 101 by Bunchball
  • 37. Please share this Favorite it, Tweet it, Facebook it. LinkedIn it Buy the book “The Alchemy of Innovation” by Javed Mohammed on Amazon For more information and resources or if you would like me to consult or present please go to alchemyofinnovation.wordpress.com All images are from public domain and copyright of respective owners A K2 Vista Project k2film@live.com alchemyofinnovation.wordpress.com Copyright 2012