applies gamification
TRANSCRIPT
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Applied GamificationPointers for Training Professionals and Managers.
Charles PalmerHarrisburg University
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Gamification
the concept of applying game-design thinking to non-game applications to make them more fun and engaging
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Gamification
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Gamification
Usage:– Motivation
– Healthy competition
– Generate buzz
– Encourage customer loyalty
Outcomes:– Behavior change
– Compliance
– Engagement
– Variation (fun)
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Gamification
Game Elements
Players
Rewards Motivation
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Some non-classroom examples…
Retail/Loyalty Social
Fitness Behavior Modification
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
PlayersMotivationRewardsGame elements
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Examples…
PlayersMotivationRewardsGame elements
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Educational Examples…
Khan academy is a video library service for K-12 math, science, and physics topics. When guests work on a problem or watch a video the site logs what you've learned and where you're spending your time. The collected data is private, but powerful dashboards expose knowledge acquisition to students and coaches.
Users earn badges and points for learning. The more you challenge yourself, the more bragging rights you'll get.
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Customer Loyalty and Engagement
Verizon Wireless implemented a social gamification platform to encourage behaviors such as commenting on articles and sharing that bring back valuable referral traffic to the Verizon Insider site.
The results: More than 50 percent of the site’s users participated in the gamified environment. On average, users who logged in via Social Login spent 30 percent more time on the site versus the older method. Those Social Login users also generate 15 percent more page views than others.
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Employee Engagement and Motivation
Bluewolf has helped organizations around the world with change management, as well as employee and customer engagement through gamificationand social strategies.
Their key is accentuating the positive. When developing gamification scenarios they ask “Am I incentivizing colleagues toward positive reward, or forcing them to participate in order to avoid a negative consequence?
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Some facts…
The trend has been picking up major momentum over the last year and has gained support from industry heavy weights such as Bing Gordon, Al Gore, J.P. Rangaswami, Chief Scientist of Salesforce.com, and many more.
Al Gore talks about how "Games are the new normal" and the power of Gamification at the 2011 Games for Change Festival.
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Gamification
Loyalty Programs(redemption)
Game Design(engagement)
Behavioral Economics
(status/reputation)
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Loyalty Programs(redemption)
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Game Design(engagement)
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Behavioral Economics
(status/reputation)
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Mini-challenges
Win/loss conditions
Game
Pl
ay
Challenges
Game Play
Win/Loss conditions
leaderboardsbadges
Social networking
status
Gamification Loop
Point system
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
But wait…
• Creating these types of games is hard work (so what else is new)
• Just adding points and badges doesn’t make something fun and an improperly balanced reward system will negatively effect the behavior you are trying to address.
• The true magic happens when a player succeed in a challenge which seemed (or was) daunting and beyond their skill level.
• Players are motivated by different things. So we have to consider different experiences for varying player types*
Too easy
Too frustrating
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Player TypesA
chie
vers •prefer to gain
"points," levels, equipment and other concrete measurements
•go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it.
Exp
lore
rs •players who prefer discovering areas, creating maps and learning about hidden places
•feel restricted when expected to move on in a certain time frame, as that does not allow them to look around at their own pace.
•find joy in discovering an unknown glitch or a hidden easter egg.
Soci
aliz
ers •gain the most
enjoyment by interacting with other players, and on some occasions, computer-controlled characters with personality
•The game is merely a tool they use to meet others in-game or outside of it
Kill
ers •thrive on
competition with other players, and prefer fighting them to scripted computer-controlled opponents
The Bartle Test of Gamer Psychology is a series of questions and an accompanying scoring formula that classifies players of multiplayer online games into categories based on their gaming preferences.
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Player TypesA
chie
vers
Exp
lore
rs
Soci
aliz
ers
Kill
ers
6747 53 33
ESAKBartle Test of Gamer Psychology - http://bit.ly/LzzXLU
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
“Do people not do something because they are
not able to? – then increase ease of use.
Do people not do it because they have no free time? – then work on that.
Only if motivation is the issue can
gamification be a [legitimate] way of influencing behavior”
- Sebastian Deterding, research
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Mini-challenges
Win/loss conditions
Game
Pl
ay
Gamification Loop
Point system
Challenges
Game Play
Win/Loss conditions
leaderboardsbadges
Social networking
status
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Game Play
Community Collaboration
Discovery EPIC Meaning Free Lunch
Infinite Gameplay
Loss Aversion Lottery Momentum Ownership
AppointmentsBlissful
ProductivityStatus
Urgent Optimism
Virality
Cascading Information
Combos Achievements Levels
Countdown QuestsReward
SchedulesPoints
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Game Play Grouped by Categories
Community Collaboration
Discovery Behavior EPIC Meaning Free Lunch
Infinite Gameplay
Loss Aversion Lottery Momentum Ownership
AppointmentsBlissful
ProductivityStatus
Urgent Optimism
Virality
FeedbackCascading
InformationCombos Achievements Levels
Countdown QuestsReward
SchedulesPoints Progression
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
More examples…
Visit http://bit.ly/25TopGamified for the 25 Best Examples of Gamification in Business
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Six rules…
1. Understand what constitutes a “win” for the player and organization
2. Expose the player’s intrinsic motivation and progress to mastery
3. Design for the emotional human, not the rational human
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Six rules…
4. Develop scalable, meaningful intrinsic and extrinsic rewards
5. Use on of the leading platform vendors to scale your project
6. Most interactions are boring, make everything a little more fun
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
“In some ways it is a fad – adding points
and badges in tacky ways, looking at ‘gamification’ as an easy way to make boring
things seem interesting – that is a fad.
However, the idea of designing business processes so that those who engage in them find
them more intrinsically rewarding – that
is a long term trend.”
- Jesse Schell, CEO Schell Games
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Resources
• Vendors
– Bunchball, Badgeville, BigDoor, Rypple, DueProps, SCVNGR, CrowdTwist
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Resources
• PearlTrees - http://bit.ly/IhdQod
• Jesse Schell – The Pleasure Revolution http://bit.ly/J15rbp
• Gabe Zimmerman - http://bit.ly/IUiWFZ
• Gamification.org/wiki
• Concept of “Flow” by Mihaly Csikszentmihalyi - bit.ly/conceptofflow
Charles Palmer – Harrisburg University PA Association of Medical Suppliers – 2015 Annual Conference
Applied Gamification for Managers and Training Professionals
Charles PalmerHarrisburg University
[email protected]@charlespalmer
Thank you.
This presentation and others are available at
http://http://bit.ly/myslideshares