enterprise 3.0 - driving employee loyalty with gamification

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Enterprise 3.0Driving employee loyalty with gamification

Prageeth SandakalumConsultant – Engineering & Business Development, Virtusa.

2 © Virtusa Corporation ● ConfidentialAccelerating Business Outcomes

About Me

lk.linkedin.com/in/prageeths twitter.com/prageeths

http://www.virtusa.com/blog/author/psandakalum/

3 © Virtusa Corporation ● ConfidentialAccelerating Business Outcomes

Today's student will spend 10,000hours playing computer and videogames by the age of 21 Sameamount of time he spent in formaleducation

- Jane McGonigal

Video Games – The Millennial Era

• Formal instruction in school grades 3

through 12, 997 hours per year (USA)– National Center for Education Statistics

10,000 hours => Mastery

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Why games are so interesting

DOPAMINE !!!

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Gamification is defined in many ways

IN OTHER TERMS:

The concept that you can apply the basic elements that

make games fun and engaging to things that typically aren't

considered fun

DEFINITION:

Gamification is the use of game design techniques, game

thinking and game mechanics to enhance non-game

contexts

6 © Virtusa Corporation ● ConfidentialAccelerating Business Outcomes

Case Studies Examples of Gamification

• Loyalty Programs

• Airline Miles

• Credit Cards

• Foursquare

• Nike+

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Elements of Gamification

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1:3 Strategy of Gamification

25% Sexy 75% Strategic

points, leader boards, badges,

challenges, scoring, levels, etc…

What’s the journey of the player,

narrative, Onboarding strategy,

keep them interested, etc

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Game mechanics Game dynamics

Source: Gamification 101 - Bunchball

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Different people are differently motivated in games. P

layers

En

viro

nm

en

t

Interacting

Acting

Source: Richard Bartle Payer Types

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Different people are differently motivated in games.

Source: Designing the player journey – Amy Jo Kim

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Challenge should match the skill level

Source: Psychology of optimal experience

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Gamification is becoming an opportunity creator

Gamification Market by (Enterprise, Application, Consumer, Deployment)

Worth $5.5 Billion by 2018 – New Report by Marketsandmarkets

15 © Virtusa Corporation ● ConfidentialAccelerating Business Outcomes

Gamification is done ! What’s the next big thing ?

S O C I O G A M I F I C AT I O N

16 © Virtusa Corporation ● ConfidentialAccelerating Business Outcomes

Gamification is done ! What’s the next big thing ?

B I G D ATA

17 © Virtusa Corporation ● ConfidentialAccelerating Business Outcomes

Gamification is done ! What’s the next big thing ?

S E R I O U S G A M E S

18 © Virtusa Corporation ● ConfidentialAccelerating Business Outcomes

Gamification is done ! What’s the next big thing ?

V I R T U A L R E A L I T Y

19 © Virtusa Corporation ● ConfidentialAccelerating Business Outcomes

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