rod's 5 gamification design questions: a simpler, faster, and funner toolkit for designing...
TRANSCRIPT
Unified Business Model Gamifica1on A New and Proven Strategy to
Massively Engage, Acquire, and Retain Customers
Profitably Create, Deliver, and Share Happiness
Dr. Rod King Pioneer and Architect of Business Model Gamifica7on
ROD U
Gamifica1on Problems, Consequences, and Solu1on
PROBLEMS & CAUSES q Many Change Management projects fail
q It’s becoming very tough to mo1vate customers and employees to get desired jobs done
q Inadequate understanding, planning, execu1on, and management of a Strategy of Business Model Gamifica1on
q Piecemeal approach to gamifica1on: No common or unified framework for systema9cally documen9ng, planning, execu9ng, and managing gamifica9on projects
q Too many fragmented tools are used in gamifica1on projects
q Predominant focus on the “How?” (tac1cs/ game mechanics) rather than the “Why?” (strategy/core drivers) of human and business mo1va1on
CONSEQUENCES q Unprofitable Change Management projects
q Unprofitable Gamifica1on projects
q Nega1ve Return On Investment (ROI)
q Waste of 1me, money, and other resources in gamifica1on projects
q “By 2014, 80 percent of current gamified applica1ons will fail to meet business objec1ves primarily due to poor design”
Gartner
SOLUTION q Strategy of Unified Business Model Gamifica1on: Holis1c approach for understanding, documen1ng, and
managing projects on Business Model Gamifica1on as well as Gamified Change Management Simple internal integra9on of gamifica9on frameworks, tools, and ideas as well as external integra9on with frameworks, tools, and ideas of Business Strategic Management
GAMIFY GAMIFICATION “Entertaining and Profitable Mo)va)on and/or Change
Especially Using Game Mo)va)on Mechanisms”
“Entertainingly and Profitably Mo)vate and/or Change
Especially Using Game Mo)va)on Mechanisms”
Basic Defini1ons in Business Model Gamifica1on
Business Model Gamifica7on = Gamified Business Model Innova7on = Gamified Change Management
Business Model Gamifica1on Involves
A Con1nuous Experiment That Uses
Game Mo1va1on Mechanisms (GMM) to Entertainingly and Profitably Create, Deliver, and Share Happiness
(Value)
Starbucks
Nike
Companies Successfully Applying
A Strategy of BUSINESS MODEL GAMIFICATION
TwiMer
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Companies Successfully Applying a Strategy of BUSINESS MODEL GAMIFICATION
Business Model Gamifica7on = Gamified Business Model Innova7on = Gamified Change Management
Systema1cally Understand, Document, and
Manage Projects On
Business Model Gamifica1on
5 Ques1ons Of
Unified Business Model Gamifica1on
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
ROD’s 5 Gamifica1on Design Ques1ons Profitably Create, Deliver, and Share Happiness
1. WHY Gamify?
2. WHO to Gamify for?
3. WHAT to Gamify?
4. TO WHAT to Gamify?
5. HOW to Gamify? Gamify = “Entertainingly and profitably mo1vate, learn, solve problem, or get a job done”
Ideas and Tools for Answering The 5 Ques9ons
Of Unified Business Model Gamifica9on
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
ROD’s 5 Gamifica1on Design Ques1ons Profitably Create, Deliver, and Share Happiness
1. WHY Gamify?
2. WHO to Gamify for?
3. WHAT to Gamify?
4. TO WHAT to Gamify?
5. HOW to Gamify?
Yu-‐Kai Chou Octalysis Framework
Richard Bartle Bartle Player Types
Amy Jo Kim Social Engagement Verbs
Gamify = “Entertainingly and profitably mo1vate, learn, solve problem, or get a job done”
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
ROD’s 5 Gamifica1on Design Ques1ons Profitably Create, Deliver, and Share Happiness
1. WHY Gamify?
2. WHO to Gamify for?
3. WHAT to Gamify?
4. TO WHAT to Gamify?
5. HOW to Gamify?
Yu-‐Kai Chou Octalysis Framework
Richard Bartle Bartle Player Types
Amy Jo Kim Social Engagement Verbs
Visionary Gamified Business Model
q Gamifica7on Pentagon q Red Ocean Disrup7on (ROD) Game q Customer Gamifica7on Pyramid q 3P-‐Business Model Gameboard q 6 Jobs of Highly Innova7ve Teams q Game Mechanics, Dynamics, and Aesthe7cs: Physical; Mental; Social; Reputa7on
Gamify = “Entertainingly and profitably mo1vate, learn, solve problem, or get a job done”
GAMIFICATION PENTAGON: Visual Worksheet for Itera9vely Answering the 5 Gamifica9on Design Ques9ons Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
WHO?
WHAT? TO WHAT?
HOW?
WHY?
Object/ Topic
Conven)on (Present: Red Ocean/Job)
GAMIFICATION PENTAGON: Visual Worksheet for Itera9vely Answering the 5 Gamifica9on Design Ques9ons Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
WHO?
WHAT? TO WHAT?
HOW?
WHY?
Business Model
Blue Ocean Gamifica1on Model/
Behavior/Habit
Red Ocean Gamifica1on Model/
Behavior/Habit
Problem-‐Solving Cycle q D: Define q B: Build q M: Measure q A: Analyze q I: Improve q L: Learn
Conven)on (Present: Red Ocean/Job)
GAMIFICATION PENTAGON: How Dick Fosbury Disrupted the High Jump Game Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
WHO?
WHAT? TO WHAT?
HOW?
WHY?
HIGH JUMP
Bring Honor to Country Set a world record at the
Olympic Games
Dick Fosbury, Game Changer
Problem-‐Solving Cycle q D: Define q B: Build q M: Measure q A: Analyze q I: Improve q L: Learn
Conven)on (Present: Red Ocean/Job)
APPLE’S GAMIFICATION PENTAGON: How Apple/Steve Jobs Disrupted the Music Game Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
WHO?
WHAT? TO WHAT?
HOW?
WHY?
Empowerment & Happiness “Think Different”
Classic iPod: (“A Thousand Songs In Your Pocket”)
Problem-‐Solving Cycle q D: Define q B: Build q M: Measure q A: Analyze q I: Improve q L: Learn
Conven)on (Present: Red Ocean/Job)
6 Jobs of Highly Innova1ve Teams (Problem-‐Solving Cycle of “DB-‐MAIL”)
Problem Definer
Solu1on Builder
Problem Analyzer
Solu1on Improver
Value Learner
D
M
B
A
L Problem Measurer
Round: .....
Object (Topic/ Logo)
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
I
Problem Definer
Solu1on Builder
Problem Analyzer
Solu1on Improver
Value Learner
D
M
B
A I
L
Analyze Problem Analyze data/info Categorize inputs Model process/system Structure/Classify outputs Display cri9cal thinking
Improve Solu1on Resolve trade-‐offs Do mul9level thinking Transform; Disrupt Role-‐play; Simplify Implement tac9cs
Learn What’s Valued What to learn/share Evaluate (-‐/+); Monitor Reflect: Lesson Learned Tell stories; “Pitch” Summarize
Measure Problem Measure impacts Collect data/info Quan9fy rela9onships Confirm channels Verify/Validate
Problem Measurer
Define Problem Define/sketch customer Make field visits; Network Observe anomalies, pains & trade-‐offs Ques9on ecosystem Explore in space/9me
Object (Topic/ Logo)
6 Jobs of Highly Innova1ve Teams (Problem-‐Solving Cycle of “DB-‐MAIL”) Round: .....
Build Solu1on Set goals/strategies Brainstorm specs/propn. Idealize; Use “What if?” Analogize; Experiment Prototype tool; Pilot
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
PROJECT TEAM
TEAM MEMBER
Problem Definer
Solu1on Builder
Problem Measurer
Problem Analyzer
Solu1on Improver
Value Learner
Project Descrip1on:
Date: …………………………....
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
PROBLEM DEFINER
SOLUTION (PROTOTYPE) BUILDER
PROBLEM MEASURER
PROBLEM ANALYZER
SOLUTION IMPROVER
VALUE LEARNER
Why? ………………………………………………………………………………………………………….…………………………………………………………..…………………..…..…… Who? …..…………………………………………………………………….………………………………………………….….……….………..……………………………..…………..…… What? ……..…………..……..……………………………………………………………………………………………………………………………..…….…………………………….…… To What? ………………………………………………………………………………………………….…………………………………….………………………………………………….. Project Team: …………………………………………….…………..…….…………..…….……………………...………………………….……………………………………………..
Date: ………………………….... PROJECT JOURNAL
(Problem-‐Solving Cycle of “DB-‐MAIL”) Round: .....
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
LEADERBOARD
NAME OF PROJECT TEAM
ROUND 1
ROUND 2
ROUND 3
ROUND 4
ROUND …
Project Descrip1on:
Date: …………………………....
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Customer Gamifica1on Pyramid How to Simply Engage, Acquire, and Retain More Customers
Customer Gamifica1on Pyramid: 8 Core Drivers of Unhappy People, Products, and Workplaces Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor P: PHYSICAL Unhappiness
I: INTELLECTUAL Unhappiness
E: EMOTIONAL Unhappiness
S: SPIRITUAL Unhappiness
Compe77on
Collabora7on
Explora7on
Survival
Customer/Job To Get Done/BUMP:
q Loneliness/Lack of Support q Rejec9on/Being Bullied q Miscommunica9on q Feeling Unloved/Unwanted
q Ignorance/Mental Block q Confusion/Complexity q Secrets/Mystery q Inaccessibility
q Boredom/Delay q Chaos/Being Lost q Indecision/Doubt q Uncertainty
q Fear/Tension q Hunger/Waste q Fa9gue/Stress q Sickness/Death
q Physical Pain q Poverty/Debt q Physical Craving q Danger
q Apathy/Ugliness q No Romance q Poor Exchanges q Egocentrism
q Powerlessness q Low Self-‐esteem q Iden9ty Crisis q Incompetence/Unskilled
q Injus9ce/Selfishness q Disunity/Hopelessness q Society’s Deteriora9on q Being Unrecognized
q No Big-‐picture Sense or Meaning q Disempowerment & Low Status
q No Social Influence q Trouble/Conflict/Fights
q Info Overload q Mundaneness
q Scarcity q No Sign of Accomplish-‐ ment
Drivers of Unhappiness (Constraints/Barriers/Obstacles)
The Ul1mate Purpose of Gamifica1on Is
THE PURSUIT OF HAPPINESS: To Profitably Create, Deliver, and Share
Happiness
Customer Gamifica1on Pyramid: Template for “Body, Mind, Heart, and Spirit” Happiness Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Customer Gamifica1on Pyramid: The 4 Building Blocks of Happiness Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness
Compe77on
Collabora7on
Explora7on
Survival
Customer/Job To Get Done/BUMP:
Mo1va1onal Factors (Desires/Ideals)
Customer Gamifica1on Pyramid: The 4 Building Blocks of Happiness Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness
Compe77on
Collabora7on
Explora7on
Survival
Customer/Job To Get Done/BUMP:
Extrinsic
Mo9
va9o
n
Mo1va1onal Factors
Intrinsic
Mo9
va9o
n
Customer Gamifica1on Pyramid: Tac9cal Mo9vators (Value Factors; Core Drivers; Proposi9ons) Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
q Status/Power; Mastery q Customiza7on; Fun; Flow
q Design/Aesthe7cs q Interac7vity
q Novelty q Simplicity/ Accessibility/ Convenience
q Performance q Price (Cost)
Compe77on
Collabora7on
Explora7on
Survival
Customer/Job To Get Done/BUMP:
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness
Extrinsic
Mo9
va9o
n
8 Mo1va1onal Factors
Intrinsic
Mo9
va9o
n
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Customer/Job To Get Done/BUMP:
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness
Customer Gamifica1on Pyramid: Strategic Mo9vators (Value Factors; Core Drivers; Proposi9ons) Profitably Create, Deliver, and Share Happiness
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
8 Mo1va1onal Factors
Customer Gamifica1on Pyramid: Games for “Body, Mind, Heart, and Spirit” Happiness Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor P: PHYSICAL Games
I: INTELLECTUAL Games
E: EMOTIONAL Games
S: SPIRITUAL Games
Compe77on
Collabora7on
Explora7on
Survival
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
Mo1va1onal Factors
Customer Gamifica1on Pyramid: Elements of the Happiness Quo9ent (HQ) Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor PHYSICAL Quo9ent (PQ)
INTELLECTUAL Quo9ent (IQ)
EMOTIONAL Quo9ent (EQ)
SPIRITUAL Quo9ent (SQ)
Compe77on
Collabora7on
Explora7on
Survival
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
Mo1va1onal Factors
Customer Gamifica1on Pyramid: Habits of Player Archetypes Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor PHYSICAL Quo9ent (PQ)
INTELLECTUAL Quo9ent (IQ)
EMOTIONAL Quo9ent (EQ)
SPIRITUAL Quo9ent (SQ)
Compe77on
Collabora7on
Explora7on
Survival
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
Mo1va1onal Factors
enthusias7c dynamic
cra`y energe7c
materialis7c
curious ques7oning
analy7cal crea7ve
sociable
empathe7c
caring
communal
purposeful
compe77ve strong-‐willed
driven
Examples Visually Organize and Manage Ideas in Gamifica9on Projects
Customer Gamifica1on Pyramid: Template for “Body, Mind, Heart, and Spirit” Happiness Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Customer/Job To Get Done/BUMP:
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
Customer Gamifica1on Pyramid: Template for “Body, Mind, Heart, and Spirit” Happiness Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
Customer Gamifica1on Pyramid Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
• Existen9al Games
• Musical Games • Naturalis9c Games • Interpersonal Games • Intrapersonal Games
• Verbal-‐Linguis9c Games • Logical-‐Mathema9cal Games
• Visual-‐Spa9al Games • Bodily-‐Kinesthe9c Games
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
P.I.E.S. Taxonomy for Games
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
Customer Gamifica1on Pyramid Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
• Existen9al Games
• Musical Games • Naturalis9c Games • Interpersonal Games • Intrapersonal Games
• Verbal-‐Linguis9c Games • Logical-‐Mathema9cal Games
• Visual-‐Spa9al Games • Bodily-‐Kinesthe9c Games
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
P.I.E.S. Taxonomy for Games
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
Gamified Progress Indicators
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
Customer Gamifica1on Pyramid Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
• Teachers; Educa9onal Policies; Literature • Curiosity; Intui9on; Cri9cal Capacity • Analyze; Study; Inves9gate; Meditate • Imagina9on; Boldness; Inven9veness • Invent; Design; Compose; Interpret
• Food; Shelter; Health • Physical Health; Mental Health • Feed; Clothe; Work; Rest • Social Security; • Take care; Plan; Help
q Freedom q Iden7ty
q Affec7on q Par7cipa7on q Leisure
q Understand-‐ ing q Crea7on
q Subsistence q Protec7on
Compe77on
Collabora7on
Explora7on
Survival
Max-‐Neef’s Human Needs
• Equal Rights • Autonomy; Self Esteem; Passion • Open-‐mindedness • Idealism/Social Jus9ce
• Family; Friendships; Rela9onships • Respect; Humor; Generosity; Sensuality • Love; Emo9onally Express; Share; Care
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 9 Mo1va1onal Factors
• Values; Norms; Customs • Self-‐awareness/growth • Self-‐esteem; Belonging • Commitment
Customer Gamifica1on Pyramid Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
• Curiosity/Knowledge • Order/Organiza9on
• Saving/Collec9ng Things • Vengeance/One-‐upmanship • Ea9ng/Food • Physical Ac9vity/Exercise
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Reiss’s Drivers of Happiness
• Power/Influence • Independence/Self-‐reliance • Humor/Loyalty • Idealism/Social Jus9ce
• Social Contact/Companionship • Acceptance/Belonging • Family/Rela9onship • Romance/Sex and Beauty
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
• Status/Social Standing • Tranquility/Emo9onal Calm
Customer Gamifica1on Pyramid Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
• Wisdom • Knowledge • Facts
• Problem-‐Solving
• Food • Water • Health • Protec9on
• Breathing • Sleep • Safety • Security
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Maslow’s Mo9va9on Mechanisms
• Self-‐actualiza9on • Self Esteem • Status • Pres9ge
• Reputa9on • Morality • Spontaneity • Mastery
• Belonging • Love • Family • Sexual In9macy
• Aesthe9cs • Friendship • Community • Empathy
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
Customer Gamifica1on Pyramid Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
• Status • Enlightenment • Spirituality • Atonement
• Entertainment • Networking • Socializa9on • Community
• Wisdom; Order • Knowledge • Ideas/Crea9vity • Informa9on/Data
• Problem-‐Solving • Rhetoric • Trading • Decisions
• Travel • Finance/Wealth • Health • Safety/Protec9on
• Clothing • Housing • Food • Energy
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Generic Mo9va9on Mechanisms
Customer/Job To Get Done/BUMP:
• Peace of Mind • Self-‐expression • Autonomy/Power • Oneness/Altruism
• Crowdsourcing • Romance • Loyalty • Sex; Beauty
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
Customer Gamifica1on Pyramid Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
q Nurture q Laugh q Strengthen Family Rela9onship q Connect with Past
q Learn/Gain Knowledge q Get Insider Info q Discover Secret/Mystery q Predict Events
q Recognize PaMerns q Find Treasure q Complete Set q Create Order
q Be a Villain q Be a Rebel q Compete q Revenge
q Improve Health
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
“Quests” That Make Us Happier
Customer/Job To Get Done/BUMP:
q Customize q Be Roman9c q Exchange Gios q Be Recognized
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
q Be a Hero q Be a Wise Old Man q Be a Ruler q Master a Skill
q Seek/Obtain Jus9ce q Triumph q Improve Society q Be Enlightened
Customer Gamifica1on Pyramid Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
q Gain Recogni9on q Gain Mastery q Be Enlightened q Customize Object
q Entertain q Network q Socialize q Be Emo9onal
q Gain Wisdom q Gain Knowledge q Organize Ideas q Discover Objects
q Solve Problems q Predict q Trade q Decide/Learn
q Travel q Be Wealthy q Be Healthy q Be Safe
q Have Clothing q Have House q Have Food q Have Energy
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Learning Goals/Jobs-‐To-‐Get-‐Done
Customer/Job To Get Done/BUMP:
q Be a Hero; Win q Improve Society q Obtain Jus9ce q Tell Epic Story
q Bond/Team q Be Roman9c q Be Loyal q Be Sexy
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
Gamified Progress Indicators
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
Customer Gamifica1on Pyramid Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
Customer Gamifica1on Pyramid Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
• Create • Build • Challenge • Win
• Meditate • Compare • Show-‐off • Master
• Greet; Express • Network • Like • Cooperate
• Help • Give • Share • Personalize
• Explore • View • Review • Curate
• Vote • Imagine • Interpret • Learn
• Hunt • Rebel • Sabotage • Destroy
• Harass • Cheat • Heckle • Disrupt
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
P.I.E.S. Engagement Verbs (Processes)
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
Customer Gamifica1on Pyramid Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
• Epic Meaning • Reward Schedule • Structure Building • Power; Autonomy
• Pride • Status • Achievement • Mastery
• Communal Disc. • Companionship • Ex9nc9on • Coopera9on
• Friending; Liking • Gioing • Personaliza9on • Mentorship
• Avoidance • Endless Game • Puzzle; Quiz • Progression
• Con9ngency • LoMery; Hazard • Shell Game • Appointment
• Victory Points • Leaderboard • Territory Control • Bonus; Discount
• Ownership • Envy • Race • Auc9on
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Game Mechanics
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
Customer Gamifica1on Pyramid Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
• Epic Meaning • Reward Schedule • Structure Building • Power; Autonomy
• Pride • Status • Achievement • Mastery
• Communal Disc. • Companionship • Ex9nc9on • Coopera9on
• Friending; Liking • Gioing • Personaliza9on • Mentorship
• Avoidance • Endless Game • Puzzle; Quiz • Progression
• Con9ngency • LoMery; Hazard • Shell Game • Appointment
• Victory Points • Leaderboard • Territory Control • Bonus; Discount
• Ownership • Envy • Race • Auc9on
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Game Mechanics
Customer/Job To Get Done/BUMP:
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
5 Basic Gamifica1on Ingredients
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
OWNERSHIP: Physical Happiness
SCARCITY: Intellectual Happiness
ACCOMPLISHMENT: Physical Happiness
SOCIAL INFLUENCE: Emo7onal Happin.
UNPREDICTABILITY: Intellectual Happin.
EMPOWERMENT: Spiritual Happiness
8 Core Drivers/“Hiring” Reasons (Based on Yu-‐Kai Chou’s
Octalysis Framework of 8 Core Drivers: hMp://www.yukaichou.com/
gamifica9on-‐examples/octalysis-‐complete-‐gamifica9on-‐framework/)
AVOIDANCE: Emo7onal Happiness
MEANING: Spiritual Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
OCTALYSIS PETAL DIAGRAM: 8 Core Drivers of Happiness and Corresponding Game Mechanics
Big Urgent Market Problem (BUMP): …………………………………………………………………………………………………………………..
Vision/Job To Get Done/Mo)va)on: ……………………………………………………………………………..……………………………………………………………
OWNERSHIP: Physical Happiness
SCARCITY: Intellectual Game
ACCOMPLISHMENT: Physical Happiness
SOCIAL INFLUENCE: Emo7onal Game
UNPREDICTABILITY: Intellectual Game
EMPOWERMENT: Spiritual Game
8 Core Drivers/“Hiring” Reasons (Based on Yu-‐Kai Chou’s
Octalysis Framework of 8 Core Drivers: hMp://www.yukaichou.com/
gamifica9on-‐examples/octalysis-‐complete-‐gamifica9on-‐framework/)
AVOIDANCE: Emo7onal Game
MEANING: Spiritual Game
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
OCTALYSIS PETAL DIAGRAM: 8 Core Drivers of Happiness and Corresponding Game Mechanics
Big Urgent Market Problem (BUMP): …………………………………………………………………………………………………………………..
Vision/Job To Get Done/Mo)va)on: ……………………………………………………………………………..……………………………………………………………
q Narra9ve q Eli9sm q Humanity Hero q Higher Meaning
q Beginner’s Luck q Free Lunch q Des9ny Child q Co-‐creator
q Milestone Unlock q Evergreen q General’s Carrot q Real-‐9me Control q Chain Combos
q Instant Feedback q Boosters q Blank Fills q Autonomy q Choice Percep9on
q Friending q Gioing q Seesaw Bump q Group Quest q Tou9ng
q Bragging q Water Cooler q Thank You-‐Econ. q Mentorship q Social Prod
q Growing Choice q Mini-‐Quests q Visual Stories q Easter Eggs q Random Rewards
q Obvious Wonder q Rolling Rewards q Mischief q Sudden Rewards q Oracle Effect
q Sunk-‐Cost Tragedy q Progress Loss q FOMO q Evanescence
Opportunity
q Status Quo Sloth q Scarlet LeMer q Visual Grave q Weep Tune
q Appointment q Fixed Intervals q Dangling q Price Pacing
q Pa9ent Feedback q Countdown q ThroMles q Moats
q Virtual Goods q Build from Scratch q Collec9on Set q Avatar
q Earned Lunch q Learning Curve q Protec9on q Recruitment q Monitoring
q Points q Badges q Fixed Ac9on Rew. q Leaderboard q Progress Bar q Quest Lists
q Win Prize; High 5 q Crowning q Level-‐up Sympho. q Aura Effect q Tutorial q Boss Fights
HAPPINESS TRADE-‐OFF MAP
(-‐): PAIN: Boredom
BLUE OCEAN GAMIFICATION STRATEGY/ GAMES
RED OCEAN GAMIFICATION STRATEGY/ GAMES
Ideal Final Result (IFR): Insanely Great Experience (Happiness) or Ideal Minimum Viable Game (MVG)
Low (1)
High (10)
Low (1)
High (10)
(+): DE
LIGHT
: Learning
(Disc
overy)
Big Urgent Market Problem (BUMP): ………………………………………………………………………………………………………………………… Job To Get Done (Market/Goal/Mo9va9on): ………………………………………………….………………………………………………………….
HAPPINESS TRADE-‐OFF MAP
(-‐): PAIN: Boredom
BLUE OCEAN GAMIFICATION STRATEGY/ GAMES
RED OCEAN GAMIFICATION STRATEGY/ GAMES
Low (1)
High (10)
Low (1)
High (10)
(+): DE
LIGHT
: Learning
(Disc
overy)
Big Urgent Market Problem (BUMP): ………………………………………………………………………………………………………………………… Job To Get Done (Market/Goal/Mo9va9on): ………………………………………………….………………………………………………………….
Ideal Final Result (IFR): Insanely Great Experience (Happiness) or Ideal Minimum Viable Game (MVG)
GAMIFIED BUSINESS MODEL Holis1c Tool for Applying Evidence-‐based Management to Gamifica1on Projects
What is a Gamified Business Model?
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
A Gamified Business Model Illustrates
How an Organiza1on Uses Game Mo1va1on Mechanisms (GMM) to
Create, Deliver, and Share Happiness (Value)
A Gamified Business Model consists of three sub-‐models: q Provider’s Happiness Model: Happiness Crea7on q Player’s Happiness Model: Happiness Delivery q Performance Happiness Model: Happiness (Value) Sharing
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
delivers
requires
drives
requires
Vision/ Job-‐To-‐Get-‐Done
3P-‐BUSINESS MODEL GAMEBOARD Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Level
1 2 3 4 5
delivers
requires
drives
requires
Gamified Product/Service; Value Proposi1on
Gamified Channels & Rela1onships
Player/Gamer/Customer/ Gamified Job-‐To-‐Get-‐Done q Player’s Persona q Player’s Hierarchy of Jobs
Inputs/Partners
Internal Resources
Gamified Processes/Ac1vi1es/Goals
Cost (Pain): “STICK”
Revenue (Delight): “CARROT”
Vision/ Job-‐To-‐Get-‐Done
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
3P-‐BUSINESS MODEL GAMEBOARD Profitably Create, Deliver, and Share Happiness
PERFORMANCE (PROFIT; VALUE) q E: Engagement q A: Acquisi9on q R: Reten9on
Level
1 2 3 4 5
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
delivers
requires
drives
requires
Gamified Product/Service; Value Proposi1on
Gamified Channels & Rela1onships
Player/Gamer/Customer/ Gamified Job-‐To-‐Get-‐Done q Player’s Persona q Player’s Hierarchy of Jobs
require(s)
require(s)
Inputs/Partners
Internal Resources
Gamified Processes/Ac1vi1es
require(s) affect(s)
require(s) deliver(s)
PERFORMANCE (PROFIT; VALUE) q E: Engagement q A: Acquisi9on q R: Reten9on
requires
drive(s)
delights
delight(s)
delight(s)
(Problem
-‐Solu9
on Fit; Produ
ct-‐M
arket F
it)
Vision/ Job-‐To-‐Get-‐Done
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
3P-‐BUSINESS MODEL GAMEBOARD Profitably Create, Deliver, and Share Happiness
Level
1 2 3 4 5
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
Cost (Pain): “STICK”
Revenue (Delight): “CARROT”
delivers
requires
drives
requires
Gamified Product/Service; Value Proposi1on
Gamified Channels & Rela1onships
Player/Gamer/Customer/ Gamified Job-‐To-‐Get-‐Done q Player’s Persona q Player’s Hierarchy of Jobs
require(s)
require(s)
Inputs/Partners
Internal Resources
Gamified Processes/Ac1vi1es
require(s) affect(s)
require(s) deliver(s)
PERFORMANCE (PROFIT; VALUE) q E: Engagement q A: Acquisi9on q R: Reten9on
requires
drive(s)
delights
delight(s)
delight(s)
(Problem
-‐Solu9
on Fit; Produ
ct-‐M
arket F
it)
Vision/ Job-‐To-‐Get-‐Done
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
3P-‐BUSINESS MODEL GAMEBOARD Profitably Create, Deliver, and Share Happiness
gamified E.A.R. mechanisms
gamified E.A.R. mechanisms
gamified
E.A.R. m
echa
nism
(s)
Level
1 2 3 4 5
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
Cost (Pain): “STICK”
Revenue (Delight): “CARROT”
ENVIRONMENT
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
1 2 3 4 5
Level 3P-‐BUSINESS MODEL GAMEBOARD: Showing the Environment Profitably Create, Deliver, and Share Happiness
Happiness Crea)on: PROVIDER
Happiness Sharing (Profit): PERFORMANCE
Happiness Delivery: PLAYER
Indu
stry Ecosystem
(IE): Sup
ply
Market E
cosystem
(ME): D
eman
d
Key Trends & Complementors (KTC): PESTLIED (-‐/+)
Macro-‐Economic Influencers (MEI): Global Economy #4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
1 2 3 4 5
Level 3P-‐BUSINESS MODEL GAMEBOARD: Showing the Global Environment Profitably Create, Deliver, and Share Happiness
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
Happiness Crea)on: PROVIDER
Happiness Sharing (Profit): PERFORMANCE
Happiness Delivery: PLAYER
Bargaining Pow
er of Sup
pliers
Bargaining Pow
er of C
ustomers
Threat of New Entrants
Threat of Subs1tute Products or Services #4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
3P-‐BUSINESS MODEL GAMEBOARD: Showing the Local (Industry) Environment Profitably Create, Deliver, and Share Happiness 1 2 3 4 5
Level
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
Happiness Crea)on: PROVIDER
Happiness Sharing (Profit): PERFORMANCE
Happiness Delivery: PLAYER
LinkedIn’s Business Model Gamifica1on
Evidence-‐based Management for Beger Engaging, Acquiring, and Retaining Customers
Systema1cally Design For
Business Model Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
5 Gamifica1on Design Ques1ons for LinkedIN Profitably Create, Deliver, and Share Happiness
1. WHY Gamify? 2. WHO to Gamify for? 3. WHAT to Gamify?
4. TO WHAT to Gamify?
5. HOW to Gamify?
To entertainingly and effec1vely engage, acquire, and retain more customers
Customers/Players: [People] who want … but … q Professionals q Recruiters q Marketers q Adver9sers
Gamified Product/Service: linkedin.com
Tradi1onal Product/Service: linkedin.com
q Gamifica7on Pentagon q Red Ocean Disrup7on (ROD) Game q Customer Gamifica)on Pyramid q 3P-‐Business Model Gameboard q 6 Jobs of Highly Innova7ve Teams q Game Mechanics, Dynamics, and Aesthe)cs: Physical; Mental; Social; Reputa)on
Gamify = “Entertainingly and profitably mo1vate, learn, solve problem, or get a job done”
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
WHO?
WHAT? TO WHAT?
HOW?
WHY?
Gamifica1on Pentagon for LinkedIN Profitably Create, Deliver, and Share Happiness
Customers/Players: [People] who want … but … Professionals/Recruiters/Marketer/Adver9sers
Tradi1onal Product/Service: linkedin.com
q Gamifica7on Pentagon q Customer Gam. Pyramid q 3P-‐Bus. Model Gameboard q DB-‐MAIL Cycle
Gamified Product/Service: linkedin.com
To entertainingly and effec1vely engage, acquire, and retain more customers
Conven)on (Present: Red Ocean/Job)
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Customer Gamifica1on Pyramid for
Customer/BUMP/Job To Get Done: Professionals/Recruiters/Marketers/Adver)sers
Game Mechanisms (Features)
To entertainingly and effec1vely engage, acquire, and retain more customers
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Customer Gamifica1on Pyramid for
Game Mechanisms (Features)
Progress Bar
To entertainingly and effec1vely engage, acquire, and retain more customers
Leaderboard Freemium
Customer/Job To Get Done/BUMP: Professionals/Recruiters/Marketers/Adver)sers
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness 8 Mo1va1onal Factors
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Customer Gamifica1on Pyramid for
Game Mechanisms (Features)
Real-‐9me Feedback/ Updates/No9fica9ons
Poll
Countdown Vote
Progress Bar
To entertainingly and effec1vely engage, acquire, and retain more customers
Leaderboard Freemium
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness
Customer/Job To Get Done/BUMP: Professionals/Recruiters/Marketers/Adver)sers
8 Mo1va1onal Factors
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Customer Gamifica1on Pyramid for
Game Mechanisms (Features)
Like
Comment Share Endorse
Networking/Linking No. of Connec9ons
Real-‐9me Feedback/ Updates/No9fica9ons
Poll
Countdown Vote
Leaderboard
Progress Bar
Freemium
To entertainingly and effec1vely engage, acquire, and retain more customers
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
Profile Views
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness
Customer/Job To Get Done/BUMP: Professionals/Recruiters/Marketers/Adver)sers
8 Mo1va1onal Factors
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Achiever
Socializer
Discoverer
Survivor
q Enlightenment & Meaning q Empowerment
q Social Influence q Trouble Avoidance
q Scarcity q Surprise & Suspense
q Ownership q Accomplish-‐ ment
Compe77on
Collabora7on
Explora7on
Survival
Customer Gamifica1on Pyramid for
Game Mechanisms (Features)
Like
Comment Share
Personalize
Flag
Endorse
Real-‐9me Feedback/ Updates/No9fica9ons
Poll
Countdown
Progress Bar
Vote
Networking/Linking
Status/Reputa9on
No. of Connec9ons
Influencers
To entertainingly and effec1vely engage, acquire, and retain more customers
Leaderboard Freemium
Intrinsic
Mo9
va9o
n Extrinsic
Mo9
va9o
n
Profile Views
P: PHYSICAL Happiness
I: INTELLECTUAL Happiness
E: EMOTIONAL Happiness
S: SPIRITUAL Happiness
Customer/Job To Get Done/BUMP: Professionals/Recruiters/Marketers/Adver)sers
8 Mo1va1onal Factors
HAPPINESS TRADE-‐OFF MAP FOR
(-‐): PAIN: Boredom
BLUE OCEAN GAMIFICATION STRATEGY/ GAMES
RED OCEAN GAMIFICATION STRATEGY/ GAMES
Low (1)
High (10)
Low (1)
High (10)
(+): DE
LIGHT
: Learning
(Disc
overy)
Big Urgent Market Problem (BUMP): Professionals around the world are not connected and are working inefficiently Job To Get Done (Market/Goal/Mo9va9on): Connect the world’s professionals to make them more produc7ve and successful
Ideal Final Result (IFR): Insanely Great Experience (Happiness) or Ideal Minimum Viable Game (MVG)
HAPPINESS TRADE-‐OFF MAP FOR
(-‐): PAIN: Boredom
BLUE OCEAN GAMIFICATION STRATEGY/ GAMES
RED OCEAN GAMIFICATION STRATEGY/ GAMES
Low (1)
High (10)
Low (1)
High (10)
(+): DE
LIGHT
: Learning
(Disc
overy)
Big Urgent Market Problem (BUMP): Professionals around the world are not connected and are working inefficiently Job To Get Done (Market/Goal/Mo9va9on): Connect the world’s professionals to make them more produc7ve and successful
Ideal Final Result (IFR): Insanely Great Experience (Happiness) or Ideal Minimum Viable Game (MVG)
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
delivers
requires
drives
requires
Vision/ Job-‐To-‐Get-‐Done
3P-‐BUSINESS MODEL GAMEBOARD
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
BUMP: Professionals around the world are not connected and are working inefficiently
Level
1 2 3 4 5
delivers
requires
drives
requires
Vision/ Job-‐To-‐Get-‐Done
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
3P-‐BUSINESS MODEL GAMEBOARD
Gamified Product/Service; Value Proposi1on q Connect the world’s pro-‐
fessionals to make them more produc7ve and successful
Gamified Channels & Rela1onships q Linkedin.com q Field Sales Force
Player/Gamer/Customer/ Gamified Job-‐To-‐Get-‐Done q Professional/Recruiter/
Marketers/Adver9sers q Player’s Hierarchy of Jobs
Inputs/Partners q Content Providers q Slideshare q Pulse q Equix
Internal Resources q Staff q Brand; IP q IT Plaporm/Infrastructure
Cost (Pain) q Product Development q IT Plaporm q Marke9ng & Sales q Admin
Revenue (Delight) q Paid Membership q Ads: Job/Visual/Text q Recruitment Services
BUMP: Professionals around the world are not connected and are working inefficiently
PERFORMANCE (PROFIT; VALUE) q E: Engagement q A: Acquisi9on q R: Reten9on (Loyalty)
Gamified Processes/Ac1v. q Recruitment & Training Gam. q Product/Service Gamifica9on q Marke9ng/Sales/Branding Gam q Business Model Gamifica9on
Level
1 2 3 4 5
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
delivers
requires
drives
requires
requires
drive(s)
delights
delight(s)
delight(s)
(Problem
-‐Solu9
on Fit; Produ
ct-‐M
arket F
it)
Vision/ Job-‐To-‐Get-‐Done
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
3P-‐BUSINESS MODEL GAMEBOARD
Gamified Product/Service; Value Proposi1on q Connect the world’s pro-‐
fessionals to make them more produc7ve and successful
Gamified Channels & Rela1onships q Linkedin.com q Field Sales Force
require(s)
require(s)
require(s) affect(s)
require(s) deliver(s)
Cost (Pain) q Product Development q IT Plaporm q Marke9ng & Sales q Admin
Revenue (Delight) q Paid Membership q Ads: Job/Visual/Text q Recruitment Services
Player/Gamer/Customer/ Gamified Job-‐To-‐Get-‐Done q Professional/Recruiter/
Marketers/Adver9sers q Player’s Hierarchy of Jobs
Internal Resources q Staff q Brand; IP q IT Plaporm/Infrastructure
Inputs/Partners q Content Providers q Slideshare q Pulse q Equix
BUMP: Professionals around the world are not connected and are working inefficiently
PERFORMANCE (PROFIT; VALUE) q E: Engagement q A: Acquisi9on q R: Reten9on (Loyalty)
Gamified Processes/Ac1v. q Recruitment & Training Gam. q Product/Service Gamifica9on q Marke9ng/Sales/Branding Gam q Business Model Gamifica9on
Level
1 2 3 4 5
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
delivers
requires
drives
requires
Gamified Product/Service; Value Proposi1on q Connect the world’s pro-‐
fessionals to make them more produc7ve and successful
Gamified Channels & Rela1onships q Linkedin.com q Field Sales Force
require(s)
require(s)
require(s) affect(s)
require(s) deliver(s)
Cost (Pain) q Product Development q IT Plaporm q Marke9ng & Sales q Admin
Revenue (Delight) q Paid Membership q Ads: Job/Visual/Text q Recruitment Services
PERFORMANCE (PROFIT; VALUE) q E: Engagement q A: Acquisi9on q R: Reten9on (Loyalty)
requires
drive(s)
delights
delight(s)
delight(s)
(Problem
-‐Solu9
on Fit; Produ
ct-‐M
arket F
it)
Vision/ Job-‐To-‐Get-‐Done
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
3P-‐BUSINESS MODEL GAMEBOARD
gamified E.A.R. mechanisms
gamified E.A.R. mechanisms
gamified
E.A.R. m
echa
nism
(s)
Player/Gamer/Customer/ Gamified Job-‐To-‐Get-‐Done q Professional/Recruiter/
Marketers/Adver9sers q Player’s Hierarchy of Jobs
Internal Resources q Staff q Brand; IP q IT Plaporm/Infrastructure
Gamified Processes/Ac1v. q Recruitment & Training Gam. q Product/Service Gamifica9on q Marke9ng/Sales/Branding Gam q Business Model Gamifica9on
Inputs/Partners q Content Providers q Slideshare q Pulse q Equix
BUMP: Professionals around the world are not connected and are working inefficiently
Level
1 2 3 4 5
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
ENVIRONMENT
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Happiness Crea)on: PROVIDER
Happiness Sharing (Profit): PERFORMANCE
Happiness Delivery: PLAYER
1 2 3 4 5
Level
BUMP: Professionals around the world are not connected and are working inefficiently
3P-‐BUSINESS MODEL GAMEBOARD: Showing the Environment
Indu
stry Ecosystem
(IE): Sup
ply
Market E
cosystem
(ME): D
eman
d
Key Trends & Complementors (KTC): PESTLIED (-‐/+)
Macro-‐Economic Influencers (MEI): Global Economy #4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
1 2 3 4 5
Level
BUMP: Professionals around the world are not connected and are working inefficiently
3P-‐BUSINESS MODEL GAMEBOARD: Showing the Global Environment
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
Happiness Crea)on: PROVIDER
Happiness Sharing (Profit): PERFORMANCE
Happiness Delivery: PLAYER
Bargaining Pow
er of Sup
pliers
Bargaining Pow
er of C
ustomers
Threat of New Entrants
Threat of Subs1tute Products or Services #4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
1 2 3 4 5
Level
BUMP: Professionals around the world are not connected and are working inefficiently
3P-‐BUSINESS MODEL GAMEBOARD: Showing the Industry Environment
P: PROVIDER’S HAPPINESS MODEL
P: PLAYER’S HAPPINESS MODEL
P: PERFORMANCE HAPPINESS MODEL
Happiness Crea)on: PROVIDER
Happiness Sharing (Profit): PERFORMANCE
Happiness Delivery: PLAYER
Bonus
Welcome to The Happiness Experience Economy
(HEE)
What is Gamifica1on?
Gamifica1on Involves
Con7nuously Using Game Mo1va1on Mechanisms (GMM) to
Entertainingly and Profitably Discover as well as Solve Big Urgent Market Problems (BUMPs)
As Well As Help a Player/Customer to Get a Cri9cal Job Done
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
What is Business Model Gamifica1on?
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Business Model Gamifica1on Involves
A Con1nuous Experiment That Uses
Game Mo1va1on Mechanisms (GMM) to Entertainingly and Profitably Create, Deliver, and Share Happiness
(Value)
SCOPE: LEVEL/MISSION/GOAL
ADDED VALUE: PRIZE/REWARD
CHALLENGE: QUEST/CONTEST
RULES: MOVES/WIN/LOSS
TRIGGERS/MECHANICS/GMM
RESOURCES: GEAR/PROPS/TOOLS
DURATION
PLAYERS: CAST/ACTORS/TEAM
Gamified Problem Solver: 8 BUILDING BLOCKS OF A GAME OR GAMIFIED PROJECT
Big Urgent Market Problem (BUMP): …………………………………………………………………………………………………………………..
Vision/Job To Get Done/Mo)va)on: ……………………………………………………………………………..……………………………………………………………
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
SCOPE: LEVEL/MISSION/GOAL
ADDED VALUE: PRIZE/REWARD
CHALLENGE: QUEST/CONTEST
RULES: MOVES/WIN/LOSS PLAYER’S JOURNEY (PHASES) q Discovery (for Prospec7ve Players) q Onboarding (for Beginners/Novices) q Scaffolding (for Regulars) q Endgame (for Experts)
TRIGGERS/MECHANICS/GMM q Real-‐9me No9fica9ons; Updates q Progress Bar; Timer (Countdown) q Points; Bonuses; Ribbons; Penal9es q Badges; Creden9als; Trophies; Status q Leaderboards; Rankings; Levels q Gios; Goods; Praise; Endorsements
RESOURCES: GEAR/PROPS/TOOLS
DURATION
PLAYERS: CAST/ACTORS/TEAM
Gamified Problem Solver: 8 BUILDING BLOCKS OF A GAME OR GAMIFIED PROJECT
Big Urgent Market Problem (BUMP): …………………………………………………………………………………………………………………..
Vision/Job To Get Done/Mo)va)on: ……………………………………………………………………………..……………………………………………………………
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Gamified Products, Services, and Business Models Should Be C.A.R.E.F.U.L.
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
Compelling
Addic9ve
Rewarding
Exci9ng
Func9onal
Unique
Lighthearted
C A
F
R
L
E
U
C.A.R.E.F.U.L. Game Scorecard Profitably Create, Deliver, and Share Happiness
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
0
2
4
6
8
10 C: Compelling
A: Addic9ve
R: Rewarding
E: Exci9ng F: Func9onal
U: Unique
L: Lighthearted
Ideal Gamified Object (Product/Service/Business Model)
Business Model DOCUMENTATION
Serious Business Model INNOVATION
Gamified Business Model INNOVATION
The Evolu9on of Business Model Gamifica1on
#4ROD. Dr. Rod King. [email protected] & hep://businessmodels.ning.com & hep://twieer.com/RodKuhnKing
1
Where currently are we?
2
Where must we go?
3
How should we get there?
The Ul1mate Purpose of Business Model Gamifica1on
Is to Profitably Create, Deliver, and Share
Happiness
Every Job, Process, and Product Will Eventually Be Gamified
Our Des1ny Is To Be
Infinitely Happy