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Fun is The Future
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Fun is The Future
A Collection of Compelling
Gamification Success Stories
Manu Melwin Joy,
Merry Joe Chiramel
EDUCREATION PUBLISHING (Since 2011)
www.educreation.in
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Preface
There are certain catchwords that are more fascinating than the
rest. Gamification is one such catchword. This is not shocking as
the roots are traced back to the world of games. It is quite amusing
that the term is vague for both beginners and intellects. While
beginners misinterpret gamification as playing games, intellects
brush it off as yet another deviation of a loyalty or rewards
program. But what is it, actually? Those in the community of
gaming theory and practice have categorized gamification as a
term. It is usually considered that it means employing gaming
principles to non-gaming situations. It is a design process that
reframes goals to be more attractive and attainable using the
principles of game design. The gamified solutions targets our usual
instincts to seek competition and accomplishment using
conventionalgamification methods such as point gathering, virtual
currencies, accomplishment budgets or levels with growing
difficulty are used within game community. This book does not
suggest recipes for gamification since the best practices are still
evolving. Instead, it provides a list of compelling gamification
success stories implemented in organizations from various
industries. Enterprise gamification is still in its beginning stage.
There is much more to pursue and learn. The overall objectives of
this book are (1) to present the current state of games and use of
gamification in various sectors and (2) to explore future
opportunities and limitations of using gamification.
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About the Authors
Manu Melwin Joy
Manu completed his under graduation in Civil
Engineering from Govt. Engineering College,
Thrissur and post-graduation in Management
from Amrita School of Business, Coimbatore.
Currently, he has submitted his doctoral thesis in
Human Resource Management at School of
Management Studies, CUSAT. Apart from this,
he has acquired post graduations in Psychology,
Psychotherapy, Training and Development and
Sociology. At present, he is working as assistant professor at
SCMS School of Technology and Management, Cochin. In
addition to his teaching and research expertise, he is a professional
management trainer with 10 years of experience and has conducted
more than 500 programs across ten states in India. His training
clientele includes more than 100 corporate and government
organizations with Bharat Matrimony, ICAI and ICWAI to name a
few. His writings appear in both scholarly and applied
publications.
Permanent address :Manu Melwin Joy, Pazhoor House,
Thiruvanikkavu, Ollukkara.P.O, Thrissur, Kerala, Pin – 680655.
Mailing address :Manu Melwin Joy, Flat No: 10C, Estonia, Olive
Courtyard, Kakkanad, Kochi, Kerala, Pin – 682030.
Mobile Number: 9744551114, 9400287814
Email Id – [email protected]
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Merry Joe Chiramel
Merry Joe Chiramel completed her graduation
in Civil Engineering form M A College of
Engineering, Kothamangalam, post
graduation in Management from Berchmans
Institute of Manangement Studies, S B
College, Changanacherry and qualified UGC-
NET, for Lectureship in Management. At
present, she is working as Assistant Professor
at Ilahia School of Management Studies, Muvattupuzha.
Permanent address : Merry Joe Chiramel, Mannathukkaran
House, Hostel Junction, Muvattupuzha P O,Kerala, Pin-686661
Mailing address :Merry Joe Chiramel, Mannathukkaran House,
Hostel Junction, Muvattupuzha P O,Kerala, Pin-686661
Mobile Number: 9539100182, 9745330769
Email Id – [email protected]
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Contents
Sr.No Contents Page.
No
1. Introduction to Gamification 1
2. Gamification in Recruitment 12
3. Gamification in Education 23
4. Gamification in Customer
Engagement
35
5. Gamification in Employee
Engagement
51
6. Gamification in Health care 67
7. Green Gamification 83
8. Social Gamification 96
9. Lifestyle Gamification 110
10. Gamification in Ecommerce 117
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Chapter I
Introduction to Gamification
Sr.
no.
Contents
1.1 Introduction to Gamification
1.2 History of Gamification.
1.3 Definition of Gamification
1.4 Significance of Gamification
1.5 Psychological Appeal of Gaming
1.6 Core drives of Gamification
1.7 What can be Gamified?
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1.1 Introduction to Gamification
Gamification refers to the application of game-design components
and game principles in non-game contexts. It leverages on the
fundamental desires and needs of the individual’s impulses which
revolve around the concept of status and achievement.
Gamification borrows the data-driven techniques used by game
designers to engage players, and employ them to non-game
experiences to inspire actions that add value to your business. This
new concept is grounded on an idea called flow which is the
mental state of operation in which the individual performing the
activity is fully immersed in a feeling of energized focus and
enjoyment, in the process of doing that activity. The research firm
Gartner forecasts that in future, a gamified service for consumer
goods marketing and customer retention will assume equal
importance as Facebook, eBay, or Amazon, and more than 70% of
Global 2000 compaines will have at least one gamified application.
1.2 History of Gamification
Even though Nick Pelling, a British-born computer programmer
and inventor, coined the term in 2003, it did not gain popularity
until 2010. The concept began to gain interest and a following in
2010 when organizations such as Badgeville started using it to
depict their behaviour platforms. The technique caught the
imagination of venture capitalists, one of whom stated he
considered gamification the most promising field in gaming. It was
observed that more than 50 per cent of all firms seeking funding
for consumer software applications cited game design in their
presentations. Gartner stated that "Half of companies that manage
information processes will gamify those processes" and also added
Gamification to their hype cycle.
In 2011, popularity of gamification has encouraged many
organizations to started developing gamification platforms. In
addition to firms that use the technique, a number of businesses
designed gamification platforms. Bunchball, supported by Adobe
Systems Incorporated, was the first organization to provide game
mechanics as a service. The different clients of Bunchball consist
of Playboy, Chiquita, Bravo, and The USA Network. BigDoor, a
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Seattle-based startup founded in June 2009 provided gamification
technology to non-gaming websites. In its first year of operation,
Badgeville launched in late 2010, raised 15 million in venture-
capital funding has offered gamification services. In 2011, Playlyfe
was launched which started offering gamification as a service to
individual developers and enterprises.
1.3Definition of Gamification
Even though there is no universally accepted definition for
gamification, the description given by Professor Kevin Werbach of
the Wharton School of Business is a good starting point. He
referred to gamification as the use of game elements and game
design techniques in non-game contexts. That definition of
gamificaiton contains three distinct elements:
Game Elements: This is about utilizing the components, design
patterns and feedback mechanisms that you would usually find
in video games - such as points, badges and leaderboards. It is
typically referred to as the engineering dimension of
gamification.
Game Design Techniques: This is the artistic, experiential
dimension of gamification. It consists of aesthetics, narrative,
player journey, progression, surprise and of course fun. Games
are not just a set of elements - they are a way of thinking about
and approaching challenges like an individual who design
games.
Non - game contexts: Some usual areas in which gamification
have taken hold consist of health and wellness, education,
sustainability, and now - collaboration and knowledge sharing
in the organization.
According to Gabe Zicherman, gamification is the process of using
game thinking and mechanics to engage an audience and solve
problems. The most compelling aspect of gamification is the
potential to learn from games - to draw on what makes games so
engaging and attractive and to apply those components in other
contexts.
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1.4Significance of Gamification
CEOs, human resource directors, and operations and innovation
teams across different industries are trying to integrate gaming
techniques into their organizations. Many of the world's largest
brands such as Coca-Cola, AOL, Nissan and Nike are deploying
gamification. More and more researches are available that proves
the advantages of gamification in the workplace. There are five
compelling reasons why you can't ignore gamification and its
potential to empower your business.
Gamification helps employees to actively measure their
performance: Gamification helps in overcoming the limitations
of the dreaded yearly evaluations and provide employees with
real time feedback whenever they need it. The greatest
advantage of gamification is that there is an immediate cause
and effect. If an individual makes a wrong move in a game,
he/she is corrected on the spot. If the player makes a
strategically smart move, he/she receives immediate positive
reinforcement. Gamification gives the power of feedback to
individuals and accelerates knowledge. This is good for the
organization because it creates a more efficient and engaging
way to monitor progress made by the employees. In addition, it
encourages transparency about how performance is evaluated
and where the employee actually stands.
Gamification improves knowledge: It is the known fact that
most people started playing games at a young age amd their
brains are built for gameplay. It makes perfect sense to employ
the same types of techniques today in our training environment.
As we all know, knowledge retention plays a key role in any
employee’s daily life. Training and promotion aren’t just
crucial for the employee, they are imperative to the growth of
the organization. Industry expert and author Jeanne Meister
argues that interactive learning games can enhance long-term
retention rates by up to 10 times. That is a very promising
statistic when you start talking about knowledge retention.
Gamification improves achievement: Annually, firms spend
thousands of dollars sending employees to seminars, classes,
training sessions — the list goes endless. One of the
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advantages of learning is displaying the achievements through
certificates on desks, letters behind names, and highlights on
LinkedIn pages. People love to compete, to win, to receive
validation. In the workplace, individuals are usually judged on
their knowledge, achievements, and overall reputations.
Supporting your employees to become masters of their
businesses and building a community that openly recognizes
their accomplishments will not only grow your team, it will
grow your bottom line.
Gamification results in higher levels of engagement: Employees
enjoy social interaction in the workplace. People love their
lunch buddies and kickball teams, and might even go to the
teambuilding event at the local golf course. They like to feel
that they belong, that they matter, and that they are more than
cogs in the large corporate wheel. Gamification builds a virtual
world where people can be productive and still have fun. This
is beneficial for business because it encourages innovation,
productivity, and fun, which inevitably improves the work
environment. Researches have shown that happier people equal
higher revenue.
Gamification reinforces learning and development: Majority of
the firms embrace gamification in order to encourage
innovation among their employees. In 2011, 40,000 individuals
worked for just 10 days to solve the secret of a key protein that
scientists believe may lead to a cure for HIV. Researchers had
been trying to crack the problem for 15 years. They made it
happen by implementing a crowd-sourcing game called Foldit
developed by the University of Washington. While you may
not be searching for a cure to a deadly disease, creating and
encouraging innovation within your organization is absolutely
essential in today’s marketplace. Reinforcing learning and
development within your team will not only result in a
productive work environment, it will also create opportunities
for expansion and job security for employees in future
1.5 Psychological Appeal of Gaming
There are four compelling reasons why gaming is so captivating
and they are as follows:
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Fig 1.1: Psychological appeal of gaming and outcomes
Instant feedback: Gamification allows the users to get instant
results based on their performance. For instance, people
immerse themselves in a good game in their smartphones since
it offers instant feedback on their performance and a sense of
accomplishment when they succeed. In a game, every task is
considered as an opportunity to grow competence, improve
skill and earn recognition. Users immediately know howell
they did a particular task, fuelling the need for feedback and
recognition.
Sense of flow: While gaming, time flies. People usually immerse
completely in completing a task within a game so that they lose
track of time. In psychology, this is referred to as flow. Flow is
a state in which people are completely absorbed in an activity
and are unaware about their physical surroundings. In this
particular state, the ability to concentrate on the task at hand
becomes effortless.
Progressive difficulty: One unique characteristic of every game
is that it has multiple levels that inspires the user to continue to
work toward the goal. Gaming creates a progressively more
difficult environment in which the user is challenged on a
continuous basis. They are consistently pushed to higher levels
of performance that reinforce that state of flow. Studies have
shown that individuals are more engaged when their skills are
challenged and when we are building expertise.
Intrinsically Gratifying: Recent advancements in neuroscience
show that when we learn and acquire new information, our
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production of dopamine rises. This explains why gaming is so
entertaining. The release of dopamine actually makes
everything more interesting. Our moods usually improve, too.
1.6 Core Drives of Gamification
Gamification is the art of extracting all the fun and engaging
elements found in games and applying them to real-world or
productive activities. The Octalysis Framework is developed by
Gamification Guru Yu-Kai Chou who was voted Gamification
Guru of the year by peers and clients in 2014 and 2015.Octalysis is
a human-focused gamification design framework that lays out the
eight core drives for human motivation.
Fig 1.2:Core drives of gamification
Meaning: This core drives make the player believe that he is
doing something greater than himself or he was ―chosen‖ to do
something. This is evident when a player spends a lot of his
time ot maintain a forum or help to create things for the whole
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community (think Wikipedia or Open Source projects). This is
accelerated when the player experiences ―Beginner’s Luck‖ –
an effect where people believe they have some type of gift that
others don’t or believe they were ―lucky‖ to get that wonderful
sword at the very beginning of the game.
Accomplishment: Accomplishment is the internal drive of
moving ahead, developing skills, and eventually overcoming
challenges. The word ―challenge‖ here is crucial since a badge
or trophy without a challenge is not meaningful at all. This is
also the core drive that is the easiest to design for and
incidentally is where most of the PBLs: points, badges,
leaderboards mostly focus on.
Empowerment: This core drive comes into picture when
players are engaged in a creative process where they have to
repeatedly figure things out and try various combinations.
Individuals not only need platforms to exhibits their creativity,
but they need to see the results of their creativity, get feedback,
and respond in turn. This is why playing with Legos and
painting are fun in-and-of themselves and often become
Evergreen Mechanics, where a game-designer no longer needs
to regularly add more content to keep the activity live and
engaging.
Ownership: This is the core drive where players are inspired
because they feel like they own something. When players feels
ownership, they innately want to make what they owns better
and own even more. Besides being the major core drive for
wanting to garner wealth, this deals with many virtual goods or
virtual currencies within systems. Also, if an individual spends
a lot of time to personalize her profile or her avatar, she
naturally feels more ownership towards it too. Finally, this is
also the core drive that makes collecting stamps or puzzle
pieces fun.
Social Influence: Social influence incorporates all the social
elements that drive people. This core drive consists of
mentorship, acceptance, social responses, companionship, as
well as competition and envy. When you see a coworker with
amazing skills, you are motivated to reach the same level.
Also, it consists of the drive we have to draw closer to people,
places, or events that we can relate to. If a person sees a
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product that reminds him of his childhood, the sense of
nostalgia would likely increase the odds of him buying the
product. This core drive is comparatively well-studied too, as
many firms are putting a lot of priority on optimizing their
online social strategies.
Scarcity: This is the drive of wanting something because you
can’t have it. Majority of games have instilled dynamics within
them – the fact that people can’t get something right now
forces them to think about it all day long. This is the core drive
employed by Facebook when it first started. Initially, it was
just for Harvard and later it opened up to a few other
prestigious schools, and eventually all colleges. When it finally
opened up to everyone, many individuals wanted to be a part of
it because they previously couldn’t get in it.
Unpredictability: This drive is about wanting to find out what
will happen next. If you don’t know what is going to happen in
future, your brain is engaged and you think about it often. This
drive forces many individuals watch movies or read novels.
But, this drive is also the fundamental factor behind gambling
addiction. Also, this core drive is employed whenever a firms
runs a sweepstake or lottery program to engage it's players. The
very debatable Skinner Box experiments, where an animal
illogically presses a lever regularly because of unpredictable
results, are exclusively referring to this core drive, even though
many have misinterpreted it as the motivating factor behind
points, badges, and leaderboard mechanics in general.
Avoidance: The final core drive is based upon the avoidance of
something negative happening. It could range from avoiding
the lose of previous work to avoiding to admit that everything
you did up to this point was useless because you are now
quitting. Also, opportunities that are fading away have a strong
utilization of this core drive, because individuals feel like if
they didn’t act immediately, they would lose the opportunity to
act forever.
1.7 What can be Gamified?
At present, Gamification is an integral component of the
operational side of businesses. Almost all business operations in an
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organization can employ gamification to enhance employee
engagement and performance on all levels. Many such firms are
acknowledging that gamification has intrinsic values which can
create a holistic reputation system for employees and across all
organizational levels at different touch points. The key to a
successful gamification strategy and organization wide adoption is
to measure which areas of the business will be more benefited by
gamification design and rollout. Such starting points give valuable
indicators for expansion to other areas as rewards programmes are
realized and employee engagement is addressed. Let’s go through
some key business processes where gamification can be
implemented.
Training and development - The important characteristics of
gamificationprogrammes make them a natural fit for different
organizational and corporate training initiatives. The system of
rewarding employees for completing various learning and/or
tutorial sessions is one such initiative. This helps in tracking
the mentoring employees by achievers and superiors. Benefits
includes There is increased retention of employees, quality of
time spend and instantaneous results. Such activities are
helpful for training interns and new employees and also
training existing or long-serving employees on different new
products and policies.
Customer support and services - Support and services team
members are crucial elements of any organization and keep the
wheels of the firm greased. Gamificationprogrammes if
implemented well can reward high performance support teams
based on yardsticks such as efficiency, speed and quality of
support. Knowledge sharing behaviors equip support staff to
resolve customer problems in an efficient manner.
Sales - Sales representatives form an integral part of any
enterprise and are key to the success of the firm. They are by
nature competitive and always look to close deals for the
company. Many steps leading up to a deal are not always
rewarded while being equally important. Here, gamification
helps sales directors to track all such steps and reward
compliant performers while also encouraging collaboration
among sales representatives.
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