stefano besana digital festival - gamification e social business

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Stefano Besana Dalla Gamifica2on al Social Business

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Page 1: Stefano besana   digital festival - gamification e social business

Stefano  Besana  

Dalla  Gamifica2on  al  Social  Business  

Page 2: Stefano besana   digital festival - gamification e social business

Play is the only way the highest intelligence of humankind can unfold

- Joseph Chilton Pearce

Page 3: Stefano besana   digital festival - gamification e social business

The opposite of play is not work is depression

- Brian Sutton Smith

Page 4: Stefano besana   digital festival - gamification e social business

in U.S.A. 99% of boys under 18 and 94% of girls play regularly - 13 and 8 hours a week.

61% dei C-Level Aziendali si concede una pausa ludica almeno una volta al giorno (2009)

L’Età media dei videogiocatori in Italia è di 28 anni. Negli USA 1/4 ha più di 50 anni

17% della popolazione italiana gioca ai videogame (contro il 38% dei Francesi)

2010: l’industria videoludica ha generato profitti - solo nel nostro paese - per oltre 604 milioni € (+17%).

By 2015 more than 50% of organizations that manage innovation process will gamify them 1.6 billion of dollar invested in gamification

Page 5: Stefano besana   digital festival - gamification e social business

Motivation and Gamification Perché il metodo del «Bastone e della Carota» non funziona? •  Limita la capacità delle

persone di avere idee innovative

•  Abbatte la motivazione intrinseca delle persone

•  E’ addictive e distrae dagli obiettivi principali

•  Orienta gli atteggiamenti e consolida i comportamenti nel breve termine

•  Contrasta i comportamenti positivi

•  Specularmente incoraggiano comportamenti negativi e poco etici.

Page 6: Stefano besana   digital festival - gamification e social business

The solution is to gradually become free of societal rewards and learn how to substitute for

them rewards that are under one's own powers. This is not to say that we should abandon every

goal endorsed by society; rather, it means that, in addition to or instead of the goals others use to

bribe us with, we develop a set of our own.

Mihaly Csikszentmihalyi

Page 7: Stefano besana   digital festival - gamification e social business

Verso una definizione

Page 8: Stefano besana   digital festival - gamification e social business

Gamification and Recruiting

"We think this will be a fun way for people to learn about what it means to operate a manufacturing plant, and at the same time, learn about what Siemens does here in the US" (Daryl Dulaney, CEO of Siemens Industry).

Page 9: Stefano besana   digital festival - gamification e social business

Gamification and Learning

It teaches portion control and customer service in a cartoon-like simulation of a Cold Stone store. Players scoop cones against the clock and try to avoid serving too much ice cream. The company says more than 8,000 employees, or about 30% of the total, voluntarily downloaded the game in the first week. (Business Week)

Page 10: Stefano besana   digital festival - gamification e social business

Gamification and Collaboration

Nitro for Jive gives users a set of missions to complete, each of which exposes them to a critical piece of functionality within the Jive platform. Users earn points and unlock badges for using and mastering these pieces of functionality, and “level up” when they hit key milestones. Social elements like high score tables, newsfeeds, and the ability to display and share your status, drive friendly competition and collaboration among the user base.

Page 11: Stefano besana   digital festival - gamification e social business

Gamification and Innovation

Scottish Water is a public entity, a subsidiary of the Scottish government, which manages the infrastructure related to the distribution of water and collection of waste water throughout Scotland. It has 3.700 resources in its employ. 9 months from the launch, the Innovation Pool counts 750 users and has generated over 330 new ideas and/or suggestions for improvement. Out of those, 7 have already been validated and implemented under tight deadlines. The sites receives on average about 10 posts (ideas, votes, comments) per day.

Page 12: Stefano besana   digital festival - gamification e social business

So What? •  Le iniziative e i bisogni devono

sempre partire da Obiettivi di Business

•  Strumento: non fine. Il fine restano gli obiettivi concreti di business da ottenere

•  Integrazione: il punto di arrivo è la trasformazione digitale dell’intero workplace aziendale.

•  E’ un processo – prima di tutto di change management – non un interruttore acceso/spento

•  Valutare, misurare, cambiare, riprogettare e rivedere (perpetual beta)

•  Be Human: non dimenticatevi le persone!

•  Divertirsi!

Page 13: Stefano besana   digital festival - gamification e social business

Thanks and Keep in Touch!

[email protected]

www.sociallearning.it

@stefanobesana

in/stefanobesana