gamification for business, training and education

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Andy Petroski Director & Assistant Professor of Learning Technologies [email protected] @apetroski http://www.harrisburgu.edu/learningtechnologies http://www.harrisburgu.edu/caelt http://www.slideshare.net/apetroski

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Gamification is the concept of applying game techniques to non-game environments. In the past few years, gamification tactics have expanded upon early customer loyalty programs and have applied techniques from games such as story, levels, competition, leaderboards, and challenges to increase customer and employee engagement. Beyond marketing, gamification is being used to motivate learners in education, impact behavior change in healthcare, and motivate actions and performance in business.

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Page 1: Gamification for Business, Training and Education

Andy PetroskiDirector & Assistant Professor of Learning [email protected]@apetroski

http://www.harrisburgu.edu/learningtechnologies

http://www.harrisburgu.edu/caelt

http://www.slideshare.net/apetroski

Page 2: Gamification for Business, Training and Education

Gamification

the concept of applying game-design thinking to non-game applications to make them more fun and engaging

Page 3: Gamification for Business, Training and Education

GamificationGamification

Page 4: Gamification for Business, Training and Education

What have you done today?

brush teeth

complete an expense report

recycle

walk the stairs

Page 6: Gamification for Business, Training and Education

Gamification in Action!

Page 7: Gamification for Business, Training and Education
Page 8: Gamification for Business, Training and Education

story character goal

obstacles feedback levels

Page 9: Gamification for Business, Training and Education

Gamification Loop

Reward System

Page 10: Gamification for Business, Training and Education

Too easy

Too frustrating

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 succeeds 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.

Page 11: Gamification for Business, Training and Education

Design A Gamified Experience

1. Who is your audience and what motivates them?

2. What kind of rewards appeal to your customers?

3. How will the game mechanics work in your overall strategy?

4. How will you measure the success of your program?

Page 12: Gamification for Business, Training and Education

Gamify Lunch

Page 13: Gamification for Business, Training and Education

Some facts…• 2011 Gartner Research Report it is

estimated that by 2015, more than 50% of organizations that manage innovation processes will gamify those processes.

• The trend has been picking up major momentum over the last two years 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.

Page 14: Gamification for Business, Training and Education

“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

Page 15: Gamification for Business, Training and Education

Resources

• Vendors– Bunchball, Badgeville, BigDoor, SCVNGR, CrowdTwist, Natron Baxter

Page 16: Gamification for Business, Training and Education

Resources

• PearlTrees - http://bit.ly/IhdQod • Jesse Schell – The Pleasure Revolution http://bit.ly/J15rbp• Gabe Zicherman - http://bit.ly/IUiWFZ• Gamification.org/wiki• Concept of “Flow” by Mihaly Csikszentmihalyi - bit.ly/conceptofflow

Page 17: Gamification for Business, Training and Education

Resources

• 8 Tips to Create a Killer Gamification Strategy http://bit.ly/15bhbi7• Harrisburg University www.harrisburgu.edu/learningtechnologies – Graduate courses – Workshops – Center for Advanced Entertainment & Learning Technologies www.harrisburgu.edu/caelt– 4 on the 4th at 4 http://444.harrisburgu.edu

Page 18: Gamification for Business, Training and Education

Andy PetroskiDirector & Assistant Professor of Learning [email protected]@apetroski

http://www.harrisburgu.edu/learningtechnologies

http://www.harrisburgu.edu/caelt

http://www.slideshare.net/apetroski

Page 19: Gamification for Business, Training and Education

Graduate Programs

• Analytics (room 1463)• Information Systems Engineering & Management (room 1464)• Learning Technologies (Auditorium)• Project Management (room 1462)