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SA Gov Workshop

Zac
June 11, 2017

SA Gov Workshop

The slides from the SA Gov Workshop run in June 2017.

Zac

June 11, 2017
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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. USING GAMIFICATION IN YOUR ORGANISATION TO ENGAGE AND MOTIVATE Dr

    Zac Fitz-Walter | @zefcan | [email protected] | www.gamificationgeek.com CHANGING THE GAME WORKSHOP
  3. Dr Zac Fitz-Walter | @zefcan | [email protected] | www.gamificationgeek.com Slides

    and bonus resources: http://gamificationgeek.com/sa-workshop
  4. Introduce yourself. ACTIVITY 1. Introduce yourself to someone new 2.

    Share with them your player profile 3. Tell them what you want to gamify
  5. What is today about? • Rethink current motivational beliefs (using

    games as a lens) • Learn how this can be used to change work • Design a number of gamified ideas • Leave with an actionable plan for one particular problem you’d like to tackle
  6. GAMIFICATION PRIMER A QUICK RECAP OF WHAT WE KNOW ABOUT

    GAMIFICATION Dr Zac Fitz-Walter | @zefcan | [email protected] | www.gamificationgeek.com
  7. (Markets and Markets, 2016) “Gamification market to grow from $1.65

    Billion in 2015 to $11.10 Billion by 2020” http://www.marketsandmarkets.com/Market-Reports/gamification-market-991.html
  8. The average age of players is 33. (And 39% of

    those aged 65 and over play video games). IGEA, 2016
  9. The total video game industry value in Australia was $2.46

    billion in 2014. Up 20% from the previous year. IGEA, 2016
  10. In 2014, the US industry sold over 135 million games

    and generated more than $22 billion in revenue. (More than 2x movie theatre takings for the same year.) ESA, 2016 The Numbers, 2016
  11. Mobile phones are used to play games in 66% of

    game households, tablet computers in 55% IGEA, 2016
  12. ♦ ♣ ♥ ♠ 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
  13. Over 50% of Americans are unhappy at work. Forbes, 2014

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

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

    motivates us. Penguin. “To seek reward and
 avoid punishment.”
  16. a

  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. Intrinsic Motivation • 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.
  22. 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
  23. 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.
  24. 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.
  25. 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
  26. Intrinsic or Extrinsic Motivation? ACTIVITY In pairs work through the

    activity and discuss why you chose one over the other.
  27. • 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
  28. 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
  29. • Supporting these three needs is argued to foster a

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

    time Intrinsically 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.
  31. A clear goal Clear progress Clear Feedback Challenge and skill

    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.
  32. • 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.
  33. • 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.
  34. What’s your problem? ACTIVITY In pairs, discuss some problems you

    think exist at work that would be worthwhile addressing. Are these motivational issues?
  35. 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.
  36. Validation techniques ACTIVITY Pick one problem and work out 3

    validation techniques you could use, and how you could implement them?
  37. Everyone’s time sheets are late again this week… …and we

    have data that shows exactly why this is an issue.
  38. What kind of games do you like? ACTIVITY In pairs,

    talk about the the game, board game or sport you wrote down and what about it you enjoy.
  39. 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).
  40. 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).
  41. 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.
  42. Bartle’s Taxonomy of Player Types • Multi-User Dungeons (MUDs): Bartle,

    R. (1996) Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs.
  43. ♦ ♣ ♥ ♠ 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
  44. 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
  45. Differing Qualities • Demographics? • Introverted or extroverted? • Tech-savvy?

    • Open to new experiences? • Overly busy? • Works normal hours? • …
  46. Who are our players? ACTIVITY Brainstorm the different groups of

    players you have and their player attributes.
  47. 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.
  48. "A game is a problem-solving activity, approached with a playful

    attitude.” Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
  49. “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
  50. •Find a way to kill 3 boars •Find a way

    to get more points than the other team •Find a way to get to the finish line before the other players •Find a way to get the golf ball into the hole •Find a way to destroy the other player before they destroy you Some examples from The Art of Game Design, Jesse Schell, 2008
  51. A clear goal Clear progress Clear feedback Challenge and skill

    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.
  52. 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…
  53. 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.
  54. ♦ ♣ ♥ ♠ 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
  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. Is there a clear goal? • Do the players know

    what they’re trying to achieve? • Do they know what they can do to achieve it? Are the rules clear? • Is the purpose of the goal explained? • If it’s a large goal, is it broken down into smaller more achievable goals?
  58. Is there a clear feedback? • Are players actions quantified?

    • Are they receiving accurate information that will help them understand if their actions are working or not to achieving the goal? • Are they receiving feedback when they perform really well?
  59. Is there a clear progress? • Do players know how

    close they are to achieving their goal? • Do they feel like they are progressing well towards the goal?
  60. Is there a challenge? • What is the core gameplay?

    • Can this core gameplay be made more challenging by changing the rules? • Are players feeling challenged? • As their skills increase does the challenge increase as well? • Is the challenge tailored to the different skills of different players?
  61. Is autonomy supported? • Do players feel like they’re in

    control of their actions? • Are they given a choice to progress in different ways to achieving their goal?
  62. Is relatedness supported? • Is the goal presented in terms

    of the big picture of the community that it exists in? • Can players work with others to achieve the goal? • Does the challenge allow players to form closer relationships with each other?
  63. 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
  64. • Autonomy-Relevant • Absence of pressure • Goal choice •

    Strategy choice • Task Involvement • Promotion of task interest • Competence-Relevant • Optimal Challenge • Positive Feedback • Relatedness-Relevant • Empathy • Warmth • Acknowledge Emotions •Autonomy-Relevant • Pressure toward outcomes • Punishment contingencies • Goal Imposition • Deadlines • Controlling rewards • Surveillance •Competence-Relevant • Non-Optimal Challenge • Negative Feedback • Relatedness-Relevant • “Cold” interactions • Lack of positive involvement Conditions for facilitating intrinsic motivation Conditions for facilitating intrinsic motivation
  65. Ideation Goal Generate new ideas for your goal and objectives

    that address opportunities we’ve found
  66. 10 min brainstorm 1. In pairs, pick one objective 2.

    Quickly brainstorm at least 10 ideas 3. Use a different post-it note for each idea 4. Focus on interactive ideas 5. No idea is silly! 6. Stuck? Use the cards to help you come up with ideas
  67. Pick your favourite Provide more detail. How could it work?

    What does it look like? Where could it go? When could it be run?
  68. 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.
  69. How can you enforce the rules? ACTIVITY In pairs, take

    your problem and brainstorm the best way to enforce the rules.
  70. Putting it altogether ACTIVITY Propose a minimum viable product (MVP).

    What’s the smallest version you can build?
  71. 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