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Changing the Game - Incorporating gamification ...
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Zac
August 15, 2016
Business
210
4
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Changing the Game - Incorporating gamification into your culture to motivate and engage
Keynote presentation for the 2016 VPA Annual Conference
Zac
August 15, 2016
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Transcript
CHANGING THE GAME INCORPORATING GAMIFICATION INTO YOUR CULTURE TO MOTIVATE
AND ENGAGE Dr Zac Fitz-Walter | @zefcan |
[email protected]
| www.gamificationgeek.com Just another regular day at the office…
Games and Gamification
None
None
None
None
Odenplan, Stockholm, Sweden http://www.thefuntheory.com/piano-staircase
None
The power of play
Gamification
Gamification
1What is gamification?
Gamification is a special word.
trends.google.com 2009 2011 2013 2015 Web search interest in gamification
None
None
Gartner Press Release - 2011 “By 2015, more than 50
percent of organizations that manage innovation processes wi" gamify those processes.”
To do list Exercise tracker Social network
To do list Exercise tracker Social network
Education Code School
Education Duolingo
Lifestyle Health Month
Lifestyle Health Month
Wellbeing Headspace
Fitness Fitbit
Fitness Fitbit
Fitness Zombies, Run!
!
Productivity Email Game
Productivity Email Game
Gamification has become a buzzword
None
None
“80 Percent of current gamified applications wi" fail to meet
business objectives primarily due to poor design” Gartner Press Release - 2012
http://www.redherring.com/internet/gamification-platform-badgeville-raises-25m/
Mixed messages?
None
The average gamer?
Video games have become mainstream.
68% of Australians play video games. IGEA, 2016
98% of homes with children have computer games. IGEA, 2016
78% of players are aged 18 years or older. IGEA,
2016
The average age of players is 33. (And 39% of
those aged 65 and over play video games). IGEA, 2016
53% male 47% female IGEA, 2016
Video games have become big business.
The total video game industry value in Australia was $2.46
bi"ion in 2014. Up 20% from the previous year. IGEA, 2016
In 2014, the US industry sold over 135 mi"ion
games and generated more than $22 bi"ion in revenue. (More than 2x movie theatre takings for the same year.) ESA, 2016 The Numbers, 2016
Video games have become mobile
Mobile phones are used to play games in 66% of
game households, tablet computers in 55% IGEA, 2016
We spend a lot of time playing games.
Australians spend on average 88 minutes a day playing games.
IGEA, 2016
World of Warcraft
If games are so engaging...
…can we use this kind of thinking in our workplaces
to engage and motivate?
2Let’s talk about motivation.
Let’s play a game...
What do these have in common?
Swarm
Nitro for Salesforce
Email Game
Fitness Fitbit
What do these have in common?
•Points •Badges •Leaderboards •Levels
Gamification Blueprint
•Points •Badges •Leaderboards •Levels
None
None
•Points •Badges •Leaderboards •Levels = Rewards }
Behaviour + Rewards = Fun!
progresswars.com
Extrinsic Motivation
None
None
FIRED!
Extrinsic Motivation
None
None
Extrinsic Motivation
Intrinsic Motivation
None
So what makes a game intrinsica"y motivating to play?
Autonomy Competence Relatedness
Self-Determination Theory http://www.selfdeterminationtheory.org/theory/
Autonomy Competence Relatedness
Autonomy Competence Relatedness
Autonomy Competence Relatedness
Autonomy Competence Relatedness
Flow Theory
None
Concentration Action and awareness Self-consciousness Control or agency Distortion of
time Intrinsica"y rewarding
A clear goal Clear progress Clear Feedback Cha"enge and ski"
These are important factors to consider when designing games.
These are important factors to consider when designing gamification.
3 Changing the game.
None
None
Games and Gamification
None
Effective Gamification Design
Validate Design Test
Validate Design Test
What is the problem?
Validate the problem
Validate the problem
Validate Design Test
Autonomy Competence Relatedness
A clear goal Clear progress Feedback Cha"enge and ski"
None
None
Validate Design Test
Is it fun? Is it working?
None
Validate Design Test
Examples
None
None
Productivity Playvox
None
Training
Training Catastrophe
None
Fitness Global Corporate Challenge
None
None
Sign in Password Username Start!
Who is this? Zac Jimmy Tony Tyson I don’t know…
Correct! It’s Zac. Continue Zac is gamification and user experience
consultant. He enjoys playing board games.
[email protected]
None
None
Validate Design Test
Can we use rewards?
None
Games and Gamification
Interested in more?
www.danpink.com/drive/
http://www.alfiekohn.org/punished-rewards/
http://www.drjasonfox.com/shop
http://www.amy-wallace.com/creativity-inc/
Slides and bonus resources: http://gamificationgeek.com/vpa2016 Gamification Geek Dr Zac Fitz-Walter
| @zefcan |
[email protected]
| www.gamificationgeek.com