Professor Kevin Werbach

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Professor Kevin Werbach. Dept. of Legal Studies & Business Ethics Wharton School, Univ. of Pennsylvania. werbach@wharton.upenn.edu. Twitter: @kwerb. 1.7 billion. 100 million. 9 billion. We’re All Gamers Now. • Video game industry: over $70 billion worldwide, or. - PowerPoint PPT Presentation

Transcript of Professor Kevin Werbach

Professor Kevin WerbachDept. of Legal Studies & Business Ethics

Wharton School, Univ. of Pennsylvania

werbach@wharton.upenn.edu

Twitter: @kwerb

1.7 billion

100 million

9 billion

We’re All Gamers Now

•  Video game industry: over $70 billion worldwide, ordouble Hollywood box office revenues

•  97% of kids 12-17 play videogames (Pew Foundation)

•  The average game player is 30 years old (ESA)

•  47% percent of all game players are women (ESA)

•  44% of US/UK adults have played a mobile game inthe last month (PopCap/Information Solutions)

what can welearn from

(digital) gamesto help with

Sebastian Deterding, et al, From Game Design Elements toGamefulness: Defining “Gamification”, Mindtrek 2011 Proceedings

GAMIFICATION

Gamification is…

The use of game elementsand game design techniquesin non-game contexts.

Levels

Points

ResourceCollection Progression

Quests Avatars

Social Graph

Levels

Points

Progression

Badges

Social Graph

Quests

Avatars

Rewards

Foursquare

Nike+

Jarret Brachman & Alix Levin, “The World of Holy Warcraft,” Foreign Policy,April 13, 2011

…even Al Qaeda

Who’s Gamifying

•  Microsoft

•  Nike

•  SAP

•  American Express

•  Major LeagueBaseball

•  Salesforce.com

•  AXA Equitable

•  CodeAcademy

•  Deloitte

•  Samsung

•  EMC

•  Foursquare

•  Stack Overflow

•  USA Networks

•  Foot Locker

•  Opower

•  eBay

•  Cisco

•  Recyclebank

•  Universal Music

•  LiveOps •  Siemens

•  Dell •  Yelp

•  Kaiser Permanente •  Nissan

•  Verizon

A Big Deal in the Business World

“Suddenly, gamification is the hotnew business concept, with many ofthe world’s most admired companiessigning on.”

– Fortune, Oct. 17, 2011

“Striving to make everyday businesstasks more engaging, a growing numberof firms... are incorporating elements ofvideogames into the workplace.”

– Wall St. Journal, Oct. 10, 2011

“Many businesses are using these game tricks to try to get people hooked on their products andservices — and it is working, thanks to smartphones and the Internet.”

– New York Times, Dec. 23, 2012

Great!What does it

have to do with

Gamification / Kevin Werbach

Education & Training are Already Games

Bad Ones!•  Not so much fun

•  Limited sense of agency

•  Unclear win states

•  Back-loaded, limited feedback

•  Failure to differentiate among player types

•  Poorly balanced

Gamifying Learning

Gradecraft (Univ. of Michigan)

Not Such a New Idea!

Not New in Business, Either

More to It Than the PBLs

Points!

Badges!

ProgressBars!

All they need are someleaderboards, andusers will go crazy!

Rewards!

Levels!

Status!

Bad Design Can Be Dangerous!

http://www.nicolelazzaro.com/gamification/

D1.  Define business objectives

2.  Delineate target behaviors

3.  Describe your players

4.  Devise activity cycles

5.  Don’t forget the fun!

6.  Deploy appropriate tools

Gamificationesign

gamedesign

Experimentation

Human-centricity

Iteration

Balance

Prototyping

Playtesting

Player modeling

gamedesign

1.  Get players to play.

2.  Keep them playing.

30

Feedback

31

32

33

https://www.coursera.org/course/gamification

Q: How to engage tens ofthousands of studentsfrom 150+ countries,

with no live interaction?

A: Use gamificationdesign principles!

My Own Experience

Stats from Session 1 (Fall 2012)

•  81,600 registrations–  2/3 non-U.S.; over 150 countries represented

–  77% of participants not in school/university

•  Massive engagement–  >2,200,000 video views

–  19,513 forum posts

–  187,028 peer assessments,by 13,088 students

–  Student-formed Facebookgroup: 3,468 members

–  Hashtag #gamification12:>2,700 tweets

Traditional Course Design

1 2 3 4 5 6 7

Units

Midterm Final

Onboarding

Climbing

Rest

Rest

BossFight

Climbing

Climbing

The Player Journey

Scaffolding

LevelUp

MajorProject

Final

Quiz+Project

Quiz+Project

Quiz

Quiz

Gamification Course Design

Onboard Climb Climb Climb RestBossFight Rest

Player Types

Source: Richard Bartle

Notice any Differences?

11%

% of Writers % of Submi:ers

% of Starters

20%

10%

0%

30%

40%

50%

80%

70%

60%

61%

31%

23%

13%

52%

38%

32%

19%

26%

16%

25%

15%

22%

13%

18% 21%

74%

61%

50%

48%

42%

35% 40%

84%

70%80%

% of Registra4on

% of Starters

% of Submi:ers

% of Writers

% of Registra4on

8,280received certificate

2x-4x Typical Completion Rate≈81,600registered

100%

90%

thank you!Prof. Kevin Werbach

Twitter: @kwerb

http://wdp.wharton.upenn.edu/books/for-the-win/