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Changing the game workshop - 2016 Workshop Series

Zac
August 26, 2016

Changing the game workshop - 2016 Workshop Series

Workshop slides - using gamification in your organisation to engage and motivate

Zac

August 26, 2016
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  1. USING GAMIFICATION IN YOUR ORGANISATION TO ENGAGE AND MOTIVATE Dr

    Zac Fitz-Walter | @zefcan | [email protected] | www.gamificationgeek.com CHANGING THE GAME WORKSHOP
  2. Introduce yourself. ACTIVITY 1. Introduce yourself to someone new 2.

    Share with them your player profile 3. Explain why you chose your playing card
  3. What is today about? • Rethink current motivational beliefs (using

    games as a lens) • Learn how this can be used to change work • Leave with an actionable plan for one particular problem you’d like to tackle
  4. Schedule 10:30 Introduction 10:45 Part 1 - Rethinking motivation 11:30

    Part 2 - Problem identification 12:00 Lunch 12:45 Part 3 - Who are the players? 1:15 Part 4 - Changing the game 2:15 Wrap up 2:30 Finish
  5. Over 50% of Americans are unhappy at work. Forbes, 2014

    Over 50% of Americans are unhappy at work.
  6. Pink, D. H. (2011). Drive: The surprising truth about what

    motivates us. Penguin. “Humans are more than the sum of our biological urges.”
  7. Pink, D. H. (2011). Drive: The surprising truth about what

    motivates us. Penguin. “To seek reward and
 avoid punishment.”
  8. Conditioning • Is the acquisition of learned behaviours through rewards

    or punishment • Classical conditioning comes from Pavlov’s work with dogs and Operant conditioning from Skinner’s theories of operant behaviour
  9. Operant Conditioning http://www.simplypsychology.org/operant-conditioning.html •Neutral operants: responses from the environment that

    neither increase nor decrease the probability of a behaviour being repeated. •Reinforcers: Responses from the environment that increase the chance of a behaviour being repeated. Reinforcers can be either positive or negative. •Punishers: Responses from the environment that decrease the chance of a behaviour being repeated. Punishment tends to weaken behaviour.
  10. Variable Reinforcement http://www.simplypsychology.org/operant-conditioning.html •Is where behaviour is reinforced after an

    unpredictable number of times. •The rat presses the lever and it MIGHT get food •For this type of reinforcement it was found that •Response rate was FAST •Extinction rate was SLOW (very hard to extinguish because of unpredictability) •Can you think of examples of this in real life?
  11. a

  12. Intrinsic Motivation • Harry F. Harlow, a professor of psychology

    was studying learning behaviour in monkeys • A simple mechanic puzzle was devised Pink, D. H. (2011). Drive: The surprising truth about what motivates us. Penguin.
  13. Intrinsic Motivation • What was interesting was: • Nobody had

    taught the monkeys how to solve the puzzle • Nobody had rewarded them for doing it • This was counter to what accepted notions of behaviour at the time •It wasn’t undertaken for biological reasons and it wasn’t related to rewards and punishment Pink, D. H. (2011). Drive: The surprising truth about what motivates us. Penguin.
  14. Intrinsic Motivation • Harlow proposed that there was a third

    drive - the performance of the task provided an intrinsic reward • The monkeys solved the puzzle because they found it gratifying to solve puzzles • The joy of the task was its own reward Pink, D. H. (2011). Drive: The surprising truth about what motivates us. Penguin.
  15. Intrinsic Motivation • Harlow then introduced food as a reward,

    with a theory that if the monkeys were rewarded with raisins for solving puzzles - they they’d no doubt perform even better • Harlow found that the monkeys actually made more errors and solved the puzzles less frequently after the food was introduced • The reward served to disrupt performance Pink, D. H. (2011). Drive: The surprising truth about what motivates us. Penguin.
  16. Intrinsic Motivation • However, it wasn’t until the late 1960s

    when this phenomenon was again investigated with humans • Edward Deci undertook a study with university students in 1969 involving completing Soma Puzzles over three days Pink, D. H. (2011). Drive: The surprising truth about what motivates us. Penguin.
  17. Changing the game • Participants were divided into two groups

    Pink, D. H. (2011). Drive: The surprising truth about what motivates us. Penguin. Day 1 Day 2 Day 3 Group A No reward Reward No Reward Group B No reward No reward No reward
  18. Changing the game • When he left participants alone and

    told them to do whatever they wanted, he watched them to see whether they continued solving puzzles, or did something else • On the first day, both groups continued playing with the puzzle for ~3.5-4 minutes • On the second day, when the first group was paid, they got really interested in solving puzzles when left alone • On the third day, when the first group was unpaid again, they spent significantly less time playing with the puzzle when left alone Pink, D. H. (2011). Drive: The surprising truth about what motivates us. Penguin.
  19. Changing the game • He found that “When money is

    used as an external reward for some activity, the subjects lose intrinsic interest for the activity” • What also was interesting was that Group B on the third day actually played with the puzzle for a little longer than they had in previous sessions • Maybe they were becoming more engaged? At least the same as previous days. Pink, D. H. (2011). Drive: The surprising truth about what motivates us. Penguin.
  20. Intrinsic Motivation • Where motivation is driven by an interest

    or enjoyment in the task itself • Intrinsic motivation exists within the individual, rather than relying on external pressures or a desire for reward Extrinsic Intrinsic
  21. Intrinsic or Extrinsic Motivation? ACTIVITY In pairs work through the

    activity and discuss why you chose one over the other.
  22. • Is a theory of motivation which suggests that people

    tend to be driven by a need to grow and gain fulfilment • It proposes three psychological needs that if satisfied, allow for optimal function and growth as human beings • Autonomy, Competency, Relatedness http://www.selfdeterminationtheory.org/theory/ Self-Determination Theory
  23. Self-Determination Theory 1. Autonomy - sense of choice over one’s

    actions 2. Competence - ability to be optimally challenged 3. Relatedness - development and maintenance of close personal relationships
  24. • Supporting these three needs is argued to foster the

    most volitional and high quality forms of motivation and engagement for activities • Can you think of an activity which supports these three things well? Self-Determination Theory
  25. Concentration Action and awareness Self-consciousness Control or agency Distortion of

    time Intrinsica!y rewarding Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
  26. A clear goal Clear progress Clear Feedback Cha!enge and ski!

    Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
  27. • For routine tasks which aren’t very interesting and don’t

    demand much creative thinking then rewards can provide a small motivational boost without the harmful side effects •“Rewards do not undermine people’s intrinsic motivation for dull tasks because there is little or no intrinsic motivation to be undermined.” 
 Deci, Ryan and Koestner When to use rewards Pink, D. H. (2011). Drive: The surprising truth about what motivates us. Penguin.
  28. • So for routine tasks, such as filling out reports

    or answering boring emails then you could attempt to turn work into play •Increase the task’s variety •Use it to help master other skills •Make it more like a game When to use rewards Pink, D. H. (2011). Drive: The surprising truth about what motivates us. Penguin.
  29. • Rather than just offer a reward or punishment, Dan

    Pink discusses other ways to supplement the rewards •Offer a rationale for why the task is necessary (purpose) •Allow people to complete the task their own way (autonomy) When to use rewards Pink, D. H. (2011). Drive: The surprising truth about what motivates us. Penguin.
  30. Adapted from: Pink, D. H. (2011). Drive: The surprising truth

    about what motivates us. Penguin. Is the task mostly routine? Can you increase the task’s challenge or variety, make it less routine, or connect it to a larger purpose? Concentrate on building a healthy, long-term motivationally environment that pays people fairly and that fosters autonomy, mastery, and purpose. Avoid “if-then” rewards in almost all circumstances. Consider unexpected, non contingent “now that” rewards. And remember that those rewards will be more effective if… Use rewards even “if-then” rewards but be sure to… 1. Offer a rationale for why the task is necessary 2. Acknowledge that the task is boring. 3. Allow people to complete the task their own way. 1. They offer praise and feedback rather than things people can touch or spend. 2. They provide useful information rather than an attempt to control. START HERE NO YES SURE. 
 I CAN DO THAT. THAT’S PRETTY HARD
  31. When to use rewards ACTIVITY In pairs determine, pick a

    work-related task and work your way through the flow chart.
  32. •Filling in forms accurately and with enough detail •Maintaining client

    interest •Studying •Team Meetings •Identifying maintenance issues •Servicing equipment at wrong intervals •Staff not engaging with individual development plans Example problems
  33. What’s your problem? ACTIVITY In pairs, discuss some problems you

    think exist at work that would be worthwhile addressing.
  34. Perils • Peril #1: Introspection can lead to false conclusions

    about reality • Peril #2: What is true of one person’s experiences may not be true for others Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
  35. • A useful technique for exploring the cause-and- effect relationships

    underlying a problem • Developed by Sakichi Toyoda, it was used within the Toyota Motor Corporation during the evolution of its manufacturing methodologies 5 Whys Seiter, C. (2014) The 5 Whys Process We Use to Understand the Root of Any Problem.
  36. • Problem: The vehicle won’t start • Why? The battery

    is dead • Why? The alternator is not functioning. • Why? The alternator belt has broken. • Why? The alternator belt was well beyond its useful service life and not replaced. • Why? The vehicle was not maintained according to the recommended service schedule. Example Seiter, C. (2014) The 5 Whys Process We Use to Understand the Root of Any Problem.
  37. • Generally 5 iterations is enough (can do more) •

    The key is to avoid assumptions • A broken process or alterable behaviour is indicative of reaching the root-cause level • The real root cause should point toward a process that is not working well or does not exist • A key phrase to keep in mind in any 5 Why exercise is "people do not fail, processes do". 5 Whys Seiter, C. (2014) The 5 Whys Process We Use to Understand the Root of Any Problem.
  38. Seiter, C. (2014) The 5 Whys Process We Use to

    Understand the Root of Any Problem.
  39. Why, why, why, why, why? ACTIVITY In pairs, pick one

    problem discussed earlier and use the 5 whys to get to a root cause. Tip! The real root cause should point toward a process that is not working well or does not exist.
  40. Seiter, C. (2014) The 5 Whys Process We Use to

    Understand the Root of Any Problem.
  41. Validation techniques ACTIVITY In pairs, pick one problem and work

    out what kind of validation techniques would work well and why?
  42. Schedule 10:30 Introduction 10:45 Part 1 - Rethinking motivation 11:30

    Part 2 - Problem identification 12:00 Lunch 12:45 Part 3 - Who are the players? 1:15 Part 4 - Changing the game 2:15 Wrap up 2:30 Finish
  43. PACT Analysis • PACT is a framework used to analyse

    design situations. • It operates under the principle that "People use Technologies to undertake Activities in Contexts". • When designing interactive systems, it’s important to understand how each of these elements varies and how they may affect one another.
  44. PACT Analysis • People: Who are the people who use

    this? Is it targeted at a specific group of people? What are they like? What characteristics do they share? Do they have physical, psychological or social differences? • Activity: What is the activity that the application is used for? How complex is the activity? How long does it take? Is it safety-critical? What is the nature of the content involved in the activity? (Private/Secure or Open/Public?)
  45. PACT Analysis • Context: In what context does the activity

    occur? What is the physical environment like? Inside/ outside? What about the social context? Private/ public? And the organisational context? • Technology: What technology does it use? What type of input is required? What type of output What communication features are needed? What about the content?
  46. PACT Analysis ACTIVITY In pairs, pick a problem and perform

    a PACT analysis (People, Activity, Context, Technology).
  47. Competitive Carol Likes a challenge Likes to be recognised Always

    the first to get involved Diligent Dave Quiet and organised Has an eye for detail Enjoys finding unique solutions to problems
  48. What kind of games do you like? ACTIVITY In pairs,

    discuss and list the kinds of games that you like to play, and what about them you enjoy. Tip! This isn’t limited to video games, it can include board games, card games, and sport.
  49. Aesthetics of Play Hunicke, R., LeBlanc, M., & Zubek, R.

    (2004, July). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4).
  50. Title Text Hunicke, R., LeBlanc, M., & Zubek, R. (2004,

    July). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4).
  51. Fantasy Experiencing first-hand things that are unattainable in the real

    world or that exist only in their dreams, test thoughts and desires in a safe and controlled environment – extends to fantasy, simulation and boundary breaking.
  52. Bartle’s Taxonomy of Player Types • Multi-User Dungeons (MUDs): Bartle,

    R. (1996) Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs.
  53. ♦ ♣ ♥ ♠ ACTING PLAYERS INTERACTING WORLD Bartle, R.

    (1996) Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs. Killers Achievers Explorers Socialisers Bartle’s Taxonomy of Player Types
  54. Player types ACTIVITY In pairs, discuss your card, consider what

    other styles of interaction or aesthetics you enjoy. Aesthetics include: Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression, Submission
  55. ACTING PEOPLE INTERACTING CONTENT Jo Kim, A. (2013) Gamification ’13

    The Player’s Journey. Compete Express Explore Collaborate Which social actions motivate our workers?
  56. ACTING PEOPLE INTERACTING CONTENT Adapted from Jo Kim, A. (2013)

    Gamification ’13 The Player’s Journey. Compete Express Explore Collaborate How do these translate to the workplace? Build Win Challenge Showoff Taunt Compare Design Create Customise Choose Collect Rate View Curate Review Comment Contribute Greet Help Share
  57. Who are your players? ACTIVITY In pairs, pick the same

    problem and brainstorm who your players are and how you can validate this.
  58. What about GEN Y? • Public recognition of success is

    important • Flexibility to choose hours and location and to spend time to do what they want • Personal growth • More demanding and complex than other employees • Social and fun workspace • Likely to jump from job to job Adapted from Beyond Creative Thinking
  59. Defining the term ‘game’ • Jesse Schell creates a list

    of game qualities picked out from various definitions. • Games are entered wilfully • Games have goals • Games have conflict • Games have rules • Games can be won and lost • Games are interactive • Games have challenge • Games can create their own internal value • Games engage players • Games are closed, formal systems Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
  60. "A game is a problem-solving activity, approached with a playful

    a"itude.” Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
  61. “In ev'ry job that must be done. There is an

    element of fun. You find the fun and snap! The job's a game.” - Mary Poppins
  62. A game consists of 4 things •Goals: Something to aim

    towards, to complete •Rules: A particular way to achieve the goal •Challenge/Conflict: From the combination of goals and rules •Feedback: To tell us how we well we are doing, or how close we are, to completing the goal
  63. A clear goal Clear progress Clear Feedback Cha!enge and ski!

    Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
  64. ♦ ♣ ♥ ♠ ACTING PLAYERS INTERACTING WORLD Bartle, R.

    (1996) Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs. Killers Achievers Explorers Socialisers Bartle’s Taxonomy of Player Types
  65. Title Text Hunicke, R., LeBlanc, M., & Zubek, R. (2004,

    July). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4).
  66. ACTING PEOPLE INTERACTING CONTENT Adapted from Jo Kim, A. (2013)

    Gamification ’13 The Player’s Journey. Compete Express Explore Collaborate How do these translate to the workplace? Build Win Challenge Showoff Taunt Compare Design Create Customise Choose Collect Rate View Curate Review Comment Contribute Greet Help Share
  67. A clear goal Clear progress Clear Feedback Cha!enge and ski!

    Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
  68. What’s missing? ACTIVITY In pairs, take your problem and brainstorm

    what is missing and could be better supported. A clear goal, clear progress, clear feedback, challenge and skill, autonomy, relatedness, aesthetics
  69. Core Gameplay • One action the player repeats most often

    while striving to achieve the game’s overall goal • This core action tends to remain the same throughout the game • It should be simple to explain (e.g., able to be written in a single sentence) • If it’s difficult to explain, it’s likely going to be difficult to design • Let’s explore some examples of core gameplay…
  70. What’s the core gameplay? ACTIVITY In pairs, take your problem

    and work out what the core gameplay is - what is the core repeated action.
  71. A clear goal Clear progress Clear feedback Cha!enge and ski!

    Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
  72. How can we add cha!enge? • Add a time constraint

    • Set a challenging goal • Compare with others • Add a quiz or estimation • Examples: Email Game, Fitbit, Flash Cards
  73. How can we add fantasy? • Create a narrative •

    Let players create a virtual character • Examples: Chore Wars, Zombies, Run!
  74. How can we make it playful? • Add graphics •

    Add sounds • Add interactive elements • Add surprises and humour • Examples: Piano Stairs, Air NZ Safety Videos
  75. Brainstorm three ideas ACTIVITY Take your core gameplay, consider what’s

    missing, consider your players, and design 3 different solutions.
  76. ACTING PEOPLE INTERACTING CONTENT Adapted from Jo Kim, A. (2013)

    Gamification ’13 The Player’s Journey. Compete Express Explore Collaborate How do these translate to the workplace? Build Win Challenge Showoff Taunt Compare Design Create Customise Choose Collect Rate View Curate Review Comment Contribute Greet Help Share
  77. Share your ideas ACTIVITY Share your ideas with another group,

    get them to pick the one they like the best.
  78. Enforcing game rules • The most important benefit computers bring

    to gaming is that the computer relieves the players of the burden of personally implementing the rules. • This frees the players to become as deeply immersed in a video game as they can in other forms of entertainment. Adams, E. (2014). Fundamentals of game design. Pearson Education.
  79. Guidelines • Using automatic sensing techniques should be considered first,

    as they provide a way to sense behaviours without human intervention • However, some sensors may not be very reliable and could lead to inaccuracies or cheating • If activities cannot be successfully measured this way, then crowdsourcing or self-measuring options can be explored Adams, E. (2014). Fundamentals of game design. Pearson Education.
  80. Guidelines • Using multiple ways to sense certain activities could

    be a possibility • For example - sensing location • GPS is suitable except when indoors • QR code or barcode could be scanned instead • A photo of the location could be taken • Someone could be waiting at the location Adams, E. (2014). Fundamentals of game design. Pearson Education.
  81. How can you enforce the rules? ACTIVITY In pairs, take

    your problem and brainstorm the best way to enforce the rules.
  82. Pu"ing it altogether ACTIVITY In pairs, put your idea together,

    iterate the design, draw it up, consider how you’ll enforce the rules.
  83. Schedule 10:30 Introduction 10:45 Part 1 - Rethinking motivation 11:30

    Part 2 - Problem identification 12:00 Lunch 12:45 Part 3 - Who are the players? 1:15 Part 4 - Changing the game 2:15 Wrap-up 2:30 Finish
  84. Value • Rethink current motivational beliefs (using games as a

    lens) • Learn how this can be used to change work • Leave with an actionable plan for one particular problem