Sales and marketing gamification, Amsterdam, October 2014

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Gamification - the new buzzword Workshop slides from the Sales and Marketing in Pharma conference in Amsterdam October 2014. The purpose of the workshop was to give a flavour of what organisations have done with gamification for sales and marketing purposes in the pharmaceutical sector and beyond. #FEeMKT

Transcript of Sales and marketing gamification, Amsterdam, October 2014

Gamification - the new buzzword

An CoppensChief Game Changer Gamification Nation

PollAre you an active user of LinkedIn?

Yes, all over it

Sort of, probably could do more with it

No don’t use it at all

LinkedIn

Leaderboards

What is gamification?

Gamification (pronounced game-i-fi-ka-tion) 

is the application of game dynamics, game psychology and game mechanics to non-game

situations and applications

Curiosity?

http://youtu.be/bGJSEEx2pXc?list=PLfbtDJcZvTsGbZ_CXHRbMUDniGuwUeCtf

PollWhat games do conference attendees play?

Sports

Puzzles (crosswords, sudoku, etc)

Computer games

Board games

Console games

Games are for kids, I don’t play

What games do you play?Why do you enjoy them?

Examples

Gamified asthma test

http://youtu.be/M6E8rY_Pc3c

Diabetes management: MySugr

http://vimeo.com/85338614

GoMeals: diabetes friendly app

Medication Management: Mango Health

Magnum treasure hunt

http://youtu.be/LD4uiqejOLg

From these examples, what strikes you most?

Think like a game designer:

Let’s design a gamification campaign

The models6 D gamification design framework – Kevin

Werbach1. Design business objectives

2. Delineate target behaviour

3. Describe your players

4. Devise activity loops

5. Don’t forget the fun

6. Deploy the appropriate tools

The modelsMapping the player’s journey to mastery – Gabe

Zicherman1. Find the target audience wants/ needs emotional

triggers ->emotional profile

2. Design challenges based on these triggers -> emotional trigger challenges

3. Design rewards based on wants/ needs -> reward structure

4. Design communication for platforms where your target group spends time -> communication plan

5. Invite players to participate -> implement communication plan and player registration

What would the business objectives be for your project

Time for a bit of behavioural and

emotional profiling

Motivation to tap into

Motivational drivers1. Epic meaning and calling

2. Development and achievement

3. Empowerment of creativity and feedback

4. Ownership and possession

5. Social influence and relatedness

6. Scarcity and impatience

7. Unpredictability and curiosity

8. Loss and avoidance

Source: Octalysis framework by Yukai Chou

Design the experience – the journey to mastery

Fun

Deploy your first pilotTest & measure, keep improving

Test pilot with different audience segments

Men – Women – age groups – tech savvy – tech novices – etc.

Monitor – evaluate - Iterate

If in doubt, who can help you out?

Ask an expert

Have an expert on board to facilitate the process

Learn from colleagues

Share experiences

Download my ebookhttp://bookboon.com/en/gamification-in-business-ebook

Useful resourceswww.gamification.co

www.enterprise-gamification.com

Octalysis: www.yukaichou.com

Wiki on gamification: www.gamification.org

Courses: Coursera, Udemy, iVersity

My blog and online courses: www.gamificationnation.com

Thank you for playing

Have fun designing your gamified HR processes

Keep in touch via @GamificationNatwww.gamificationnation.com