rod's 5 gamification design questions: a simpler, faster, and funner toolkit for designing...

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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

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Page 1: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 2: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 3: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 4: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

Business  Model  Gamifica1on    Involves    

A  Con1nuous  Experiment  That  Uses  

Game  Mo1va1on  Mechanisms  (GMM)  to      Entertainingly  and  Profitably  Create,  Deliver,  and  Share  Happiness  

(Value)  

Page 5: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

       

 

                   

             

                   

   

       

                   

 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  

Page 6: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

Systema1cally  Understand,  Document,  and  

Manage  Projects  On  

Business  Model  Gamifica1on  

Page 7: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

5  Ques1ons  Of  

Unified  Business  Model  Gamifica1on  

Page 8: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

 #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”  

Page 9: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

Ideas  and  Tools  for  Answering  The  5  Ques9ons  

Of  Unified  Business  Model  Gamifica9on  

Page 10: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

 #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”  

Page 11: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

 #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”  

Page 12: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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)  

Page 13: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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)  

Page 14: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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)  

Page 15: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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)  

Page 16: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 17: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 18: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 19: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 20: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 21: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

Customer  Gamifica1on  Pyramid  How  to  Simply  Engage,  Acquire,  and  Retain  More  Customers  

Page 22: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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)  

Page 23: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

The  Ul1mate  Purpose  of  Gamifica1on  Is  

THE  PURSUIT  OF  HAPPINESS:  To  Profitably  Create,  Deliver,  and  Share  

Happiness  

Page 24: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 25: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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)  

Page 26: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 27: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 28: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

 #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  

Page 29: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 30: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 31: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 32: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

Examples  Visually  Organize  and  Manage  Ideas  in  Gamifica9on  Projects  

Page 33: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 34: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 35: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 36: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 37: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 38: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 39: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 40: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 41: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 42: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 43: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 44: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 45: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 46: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 47: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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:  ……………………………………………………………………………..……………………………………………………………  

Page 48: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 49: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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):  ………………………………………………….………………………………………………………….  

Page 50: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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)  

Page 51: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

GAMIFIED  BUSINESS  MODEL    Holis1c  Tool  for  Applying  Evidence-­‐based  Management  to  Gamifica1on  Projects  

Page 52: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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    

Page 53: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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

Page 54: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 55: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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”      

Page 56: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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”      

Page 57: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 58: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 59: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 60: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

LinkedIn’s  Business  Model  Gamifica1on  

Evidence-­‐based  Management  for  Beger  Engaging,  Acquiring,  and  Retaining  Customers  

Page 61: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

Systema1cally  Design  For  

Business  Model  Happiness  

Page 62: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

 #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”  

Page 63: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

 #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)  

Page 64: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

 #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  

Page 65: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

 #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  

Page 66: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

 #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  

Page 67: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

 #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  

Page 68: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

 #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  

Page 69: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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)  

Page 70: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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)  

Page 71: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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

Page 72: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

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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  

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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  

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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    

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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  

Page 77: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 78: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

Bonus  

Page 79: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

Welcome  to  The  Happiness  Experience  Economy  

(HEE)    

Page 80: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 81: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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)  

Page 82: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 83: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 84: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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  

Page 85: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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)  

Page 86: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

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?  

Page 87: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

The  Ul1mate  Purpose  of  Business  Model  Gamifica1on  

Is  to  Profitably  Create,  Deliver,  and  Share  

Happiness  

Page 88: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

Every  Job,  Process,  and  Product  Will  Eventually  Be  Gamified  

Page 89: ROD's 5 Gamification Design Questions:  A Simpler, Faster, and Funner Toolkit for Designing Gamified Business Models

Our  Des1ny  Is  To  Be  

Infinitely  Happy