Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Sign up for free
Menu
Search
Features
All features
Private URLs
Password Protection
Custom URLS
Scheduled publishing
Remove Branding
Restrict embedding
Deck Collections
Notes
Features
All features
Private URLs
Password Protection
Custom URLS
Scheduled publishing
Remove Branding
Restrict embedding
Deck Collections
Notes
Explore
Featured decks
Featured speakers
Programming
Technology
Storyboards
Explore
Featured decks
Featured speakers
Programming
Technology
Storyboards
Pricing
Search
Sign in
Sign up for free
Changing the Game - Incorporating gamification ...
Search
Zac
August 15, 2016
Business
220
4
Share
Embed
Copy iframe code
Copy JS code
Copy link
Start on current slide
Changing the Game - Incorporating gamification into your culture to motivate and engage
Keynote presentation for the 2016 VPA Annual Conference
Zac
August 15, 2016
More Decks by Zac
See All by Zac
Make your apps more engaging
zacfitzwalter
0
150
Make your apps more engaging (/dev/world/2019)
zacfitzwalter
1
110
Datagamz Workshop
zacfitzwalter
1
90
Gamification in Higher Education
zacfitzwalter
0
92
GamifyUs Masterclass - Change the game
zacfitzwalter
0
120
How Prototyping Can Improve Your Gamification Design
zacfitzwalter
0
390
Console - Changing the Game
zacfitzwalter
0
99
UI + Visual Design BNE - Meetup Presentation
zacfitzwalter
0
110
GAMES Conference Keynote
zacfitzwalter
0
130
Other Decks in Business
See All in Business
作れる人から、伸ばせる人へ~Anthropicの5アーキタイプで読み解く、成長率日本一の開発組織~ / Builder to Grower
hirokiyamamoto14
PRO
2
910
FY2026.6 Impact Report JP
mercari_inc
0
9.3k
マーケティンググループ紹介資料/ marketing
m3c
2
18k
CMB.TECH Q2 2026 earnings release
cmbtech
PRO
1
2k
50代で初転職した話
yda
15
23k
5 quotes that sum up recent trading in the travel sector - August 2026
marketingttc
0
140
NEXERA inc. | Company Deck
nexera
0
25k
正解が消えた開発現場で、どう後輩を育てればいいのか?~ AI時代における「若手のストレス」と「メンターの限界」に向き合う ~
mkitahara01985
1
120
会社案内資料
auditech2022
0
150
プロジェクトのリズムを 体に取り込む
kozotaira
0
230
20260828_15minLT_データ分析10倍時代を考える
doradora09
PRO
0
970
誰かの役に立つアウトプットの作り方〜学びの循環に飛び込もう!
ikuodanaka
8
3k
Featured
See All Featured
The Cost Of JavaScript in 2023
addyosmani
55
10k
We Have a Design System, Now What?
morganepeng
55
8.3k
GraphQLとの向き合い方2022年版
quramy
50
15k
Rebuilding a faster, lazier Slack
samanthasiow
85
9.6k
The Anti-SEO Checklist Checklist. Pubcon Cyber Week
ryanjones
0
240
AI Search: Where Are We & What Can We Do About It?
aleyda
0
7.9k
Building AI with AI
inesmontani
PRO
1
1.2k
Accessibility Awareness
sabderemane
1
210
Lessons Learnt from Crawling 1000+ Websites
charlesmeaden
PRO
1
1.6k
Hiding What from Whom? A Critical Review of the History of Programming languages for Music
tomoyanonymous
3
1.2k
WCS-LA-2024
lcolladotor
0
830
Breaking role norms: Why Content Design is so much more than writing copy - Taylor Woolridge
uxyall
1
410
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