gamifying excellence in delivery
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Gamifying Excellencein Delivery
Game industry is big (multi billion dollars ) and evolving
Multi million dollars Virtual goods traded globally
True Mass Online Medium (billion users for Xynga, Angry Birds, Xbox
Pervasive across Modern life
Well latest FAD
Gamification What is in it for us?
What does these games teach us?
What is the mechanic that works behind these games ?
Why is it engaging ?
What is in it for us?
Learning Problem solving
A sense of Achievement
•Average age of gamers in years: 37
•% of gamers older than Fifty: 25
•% of youth playing computer & video games: 97
•% of female gamers: 42
•Social vs. Competitive Games: >3:1
•Avg. of hours/week played in World of Warcraft (WoW): 22
•# of articles in WoWWiki: ˜250,000
•Rank of WoWWiki compared to all Wikis: 2nd
•Rank of Wikipedia: 1st
•Most popular games played by US soldiers in Iraq when off-duty: Halo, Call of Duty
Interesting facts about Gamers
How can we motivate more people to
• Learn from mistakes
• Share and reuse knowledge / best practices
• Continuously improve Quality of our services
Are there lessons from these games?
Is there something we can learn?
Integrating game dynamics – game elements and game design techniques into a non game environment, that is for a purpose outside the context of the gamePurpose can be• To motivate to learn
• To change attitude or behavior
• To inspire action
Designed in a way that drives participation, engagement and motivation to meet the objective
What is Gamification?
Experiencing Game Elements
• To do chores which are considered boring otherwise
• Activities designed like Game to feel engaged, fun doing the work
• Change Habits in a desirable way
• Inspire to contribute to loftier goals!
or Time tested?
fold.it Protein structure prediction and Protein design, tough biology problem of understanding the structure of a protein through games taking advantage of humans' puzzle-solving intuitions and having people play competitively to fold the best proteins.
NanoDocA scientific simulation/puzzle game that allowsbioengineers and the general public to design nanoparticle strategies to treat cancer.
thisbigcity.net Encourage idea sharing and discussion about sustainable cities
And some real recent buzz
Time well spentAnd FUN
What do players want
Thinking like a game
Work can be FUN
Microsoft Win 7: :Language Quality Game
StackOverflow: Granting badges to users based on their reputation
Jenkins Continuous Integration Game: users can score for successful build or adding tests (negative scores for breaking the build).
JIRA Hero: This plugin brings achievements and badges to the JIRA issue tracking system.
EPIC Win: Gamified To do List
Opportunity to Gamify!
Too many Process and Metrics to comply!
Millenials like Social Experience
Managers like to Benchmark their Team with others
Excellence is Hard Work
< 1% Contribution RulePositive, Immediate, and Certain (PIC)
Feedback for their Contributions
No time to retrospect& LearnLack of Visibility
for Knowledge Sharing
Not Invented Syndrome
• Socializing policy, processes, methods
• Onboarding and viral adoption of delivery systems
• Teams compete and yet need to collaborate (Team score card, Top Communities)• Communities of Practice
• Project teams
• Points, Levels, Badges and Leader boards
• Core processes (e.g., Defect Prevention, Build management )
Reach Out / Recognize/ RefreshOpportunity to Gamify in Delivery !
Game Design : Do’s and Don’t“Good game design” should have the ability to sustain long-term engagement and motivation that last longer.
Align task and activity incentives across a process Be prepared to Create New challenges!.
Do not violate social normsDo not Force engagement where it is not required or do not have value meaning or valueDo not make the activity too easy or too hard, resulting in game fatigue
• Gamification is not about – Not about graphics– Not serious games– Can be beyond Points , Badges and
• Applying game elements , designed in a smart way to motivate for a real value and meaning
Nicole Lazzaro – The Psychology of Fun: Transform Awareness to Impact with the Emotions from Play
“80% of gamification initiatives will fail by 2014 due to bad design” - Brian Burke, Gartner analyst http://www.gartner.com/newsroom/id/2251015
Ross Smith - Work/Play: How Microsoft Leads with Gamificationhttp://www.slideshare.net/gzicherm/ross-smithg-summit2013
Robert Torres - Transforming Education with Gamification: The Past, Present and Futurehttp://www.slideshare.net/gzicherm/ross-smithg-summit2013
Kevin Werbach - Teaching Gamification: Astonishing Successes and Lessons from MOOCshttp://www.slideshare.net/gzicherm/kevin-werbach-gamification-summitv22013