gamification in human resources, vienna 2015
TRANSCRIPT
Gamification and the Human Condition
Marigo Raftopoulos
Who am I?
Reiss 2000: 16 core desires [email protected]
We are bored,
disengaged &
uninspired
Engaged
Disengaged
Enrolled
20%
40%
40%
Towers Perrin 2011; Gallup 2013; CEO Institute 2013
People are born with intrinsic motivation, self respect, dignity, curiosity, and joy in learning.
W. Edwards DemingFounder of TQM
Our prevailing system of management has destroyed our people.
W. Edwards DemingFounder of TQM
Think like a game designer.
Carl Jung
Modern PsychologyWho Am I
Joseph Campbell
Hero’s JourneyFollow Your Bliss
This is what game designers know…
7 examples, 7 core [email protected]
Power
Honor
Vitality
Community
Self [email protected]
How do you create
experiences that make
people FEEL something?
Human “Resources”
Human “Capital”
How does that make people
“FEEL”?
The HR Challenge:
What journey are we creating?
What experiences are we
offering?
How do we want our staff to
feel?
Game thinking in HR
In the future of work, you are experience designers
You create possibility spaces
Experiences that facilitate learning, performance,
productivity & [email protected]
Gamification in the enterprise
Literature review - Critique
- Design Methodology
Survey 304 global case studies - Taxonomy
In-depth survey 24 leading organisations – Enablers/[email protected]
Doctoral researcher: Marigo Raftopoulos
Enterprise Gamification Technology
Strategy
Games & Simulation
s
Mobile apps
Gaming platforms
Browser based
Platforms
Vendor Supplied
Self built
Product/Service
Modifications
Minor modsMajor mods
Playful Experience
s
Low/no tech
High tech
Technology options are wide & impact design decisions differently n=304
+ Secondary technologies: • Augmented reality• Virtual reality• Social media
25%
47%
24%
23%
20%
8%
https://www.academia.edu/11951428/How_enterprises_play_Towards_a_taxonomy_for_enterprise_gamification
That which creates value, also destroys value
https://www.academia.edu/9882613/Towards_Gamification_Transparency_A_conceptual_framework_for_the_development_of_responsible_gamified_systems
Strategic Balance + Design Process + Integrated Capability
https://www.academia.edu/11951428/How_enterprises_play_Towards_a_taxonomy_for_enterprise_gamification
https://www.academia.edu/9882613/Towards_Gamification_Transparency_A_conceptual_framework_for_the_development_of_responsible_gamified_systems
Success
“Careful mapping of target audience, use of the right game elements, use of the
right analytics.”
“Analysis of the players.”
“Designing non-manipulative game
mechanics”
[email protected] Gamification Experience Survey Responses
Gamification Critical Success Factors
Astute project management (24%)
Design skills and design process (24%)
Profiling of target audience (12%)
Teamwork (IT, HR, Marketing, Finance) 12%
The right technology (10%)
[email protected] Gamification Experience Survey Responses
“Barriers were primarily with technology. I do not
believe vendor solutions are mature enough yet.”
“Meaningless and arbitrary use of game mechanics.”
“Sometimes I felt like I was playing the wrong game.”
[email protected] Gamification Experience Survey Responses
Gamification Failures
Wrong technology (38%)
Poor project management (26%)
Unsuitable game play and mechanics (16%)
Poor design (12%)
Inadequate measures (8%)
[email protected] Gamification Experience Survey Responses
A closer look at technology limits• Vendor capability• Platform restrictions• Data integrity issues• Limited reporting capabilities• Vendors do not know the target market• On time delivery• Scalability issues• Adoption of the platform
[email protected] Gamification Experience Survey Responses
what would you do differently?
“I would have spent more time at the beginning looking at more game thinking elements and fewer game mechanics. I think I would have created a more engaging program.”
[email protected] Gamification Experience Survey Responses
What would you do it differently..
Strategic design process (26%)
Selective game play and mechanics (22%)
Appropriate technology and vendors (19%)
Project management & metrics (14%)
Prototyping options (11%)
[email protected] Gamification Experience Survey Responses
Find your best practice - Design
• Strategic design process
• Design skills literacy
• Target audience profiling
• Selective gameplay and mechanics
• Prototyping options
Find your best practice - Technology
• The right platform
• Vendor capability
• Systems integration
• Data integrity
• Collaborative design process
• Ongoing maintenance
Find your best practice - Capability
• Astute project management
• Not a game
• Cross-division teamwork (IT, HR, Finance, Marketing)
• Metrics and measurement
Technology + Gameplay + Mechanics