4303 – Ed/Seriousksuweb.kennesaw.edu/.../Gamification_Case_Study.pdf · • Patrick Salyer (CEO...

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4303 – Ed/Serious Gamification Case Study

Transcript of 4303 – Ed/Seriousksuweb.kennesaw.edu/.../Gamification_Case_Study.pdf · • Patrick Salyer (CEO...

Page 1: 4303 – Ed/Seriousksuweb.kennesaw.edu/.../Gamification_Case_Study.pdf · • Patrick Salyer (CEO of gamification platform Gigya) believes there are two keys to success with gamification

4303 – Ed/Serious

Gamification Case Study

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Gamifiction

• Gamification is a proven method to effectively increase engagement.

• It's the application of game-like elements such as challenges, points, badges and levels to business and other nongame websites.

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Gamifiction

• Gamification is taking the business world by storm.

• An estimated 70 percent of the top 2,000 public companies in the world will have at least one gamified application by 2014. (Predicted by Stamford, Conn.-based research firm Gartner Inc.)

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Success with Gamifiction

• Patrick Salyer (CEO of gamification platform Gigya) believes there are two keys to success with gamification

1. Making sure that all gamified elements are inherently social.

2. Focuing on rewarding activities that create value for YOUR businesses.

Presenter
Presentation Notes
One is Making sure that all gamified elements are inherently social. That is, don't restrict engagement to the internal site community. Award points for activities that reach users' social [networks] to bring in referral traffic. The other is to focus on rewarding activities that create value for your businesses. "For example, award points and badges for behaviors like subscribing to your company's newsletter, checking into your store or sending coupons to friends," Salyer says. "Gamification is not about haphazardly throwing badges across your site."
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Case Study

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Case Study

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Case Study

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Case Study

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Case Study

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Case Study

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Case Study

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Case Study

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Practices for Implementing Gamification

• Identify success criteria first • Before you begin to gamify learning events,

make sure you know what constitutes success. Is it 100 percent participation? Is it measurable business results? It is a score on a test?

Presenter
Presentation Notes
If success is not defined before the initiative, it is hard to know if or when success is achieved. It is hard to nail down success. It is even more difficult to get everyone to agree that success was achieved. The idea of success can be changed and morphed for both good and bad over time, so make sure at the beginning everyone agrees what success “looks” like—and someone  writes it down.
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Practices for Implementing Gamification

• Create a story/context • Explain why the learners are earning points,

who they are trying to save, why they are searching for a treasure. Remember, gamification works well when it is within a context—create a reason why users should interact with the content you have created.

Presenter
Presentation Notes
A particularly powerful way to motivate individuals is to give actions and ideas meaning by framing them within an appropriate context.
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Practices for Implementing Gamification

• Make scoring and winning transparent • Make the scoring easy. Avoid complicated

algorithms or formulas. • Determine what happens in various scoring

scenarios ahead of time.

Presenter
Presentation Notes
The learners should be able to directly link their actions and activities to a score so they know what they need to do to be successful. Run various scenarios to see what happens—what is a learner gets every question wrong or right or skips every question. Yes, it might be a scenario that will never happen but, if you can imagine it, the learners will do it. You want to know of any potential problems ahead of time, not during the process.
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Practices for Implementing Gamification

• Keep the rules simple • Complexity is not an ally in creating

gamification. • Provide a tutorial level or experiences so that

the learners are able to learn the rules in the beginning with little to lose.

• You don’t want the experience to be about who knows the rules the best, you want it to be about who learns the most.

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Practices for Implementing Gamification

• Keep leaderboards small • No one wants to compete against the world’s

best. Except, of course, if they are the world’s best.

• Otherwise keep leaderboards small. If possible, allow the learners to choose their own friend to place on a personalized leaderboard or structure the leaderboard by department or territory to allow individuals to contribute to a larger goal.

Presenter
Presentation Notes
Consider only showing a relative position on the leaderboard. This might mean showing the five scores above and below a learner’s score. But remember, regardless of what you show the learners on a regular basis always allow access to the top scores (don’t hide anything from learners). Just like candy crush, it shows only the top 3 players scores and yours for each stage.
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Practices for Implementing Gamification

• Use levels and badges appropriately • Let the learner know how many levels they

are going to need to complete before the learning is over.

• Badges, on the other hand, are good for showing non-linear progress. Badges can be tied to either terminal or enabling objectives.

• “Show off” place

Presenter
Presentation Notes
Use levels to guide learners through linear content and tie each level to a specific learning objective (usually a terminal objective). Also, if possible provide a place where learners can “show off” badges to leverage the social effectiveness of gamification. 
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Practices for Implementing Gamification

• Playtest the gamification experience • Before releasing the gamification program to

all players, playtest it with a small pilot group. • Flaws, cheats, shortcuts, etc.

Presenter
Presentation Notes
You will find flaws, cheats and shortcuts you never imagined. Humans are among the most creative creatures on the planet, they will find things you didn’t anticipate.
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Practices for Implementing Gamification

• Bonus: monitor learner progress • Once the gamification event is launched, you

cannot sit back and let it unfold without monitoring. Most gamification platforms provide rich backend dashboards that allow for a close inspection of the process.

• This will provide rich, real-time data • May find more bugs, mistakes…..

Presenter
Presentation Notes
Take advantage of these dashboards. Look for players moving unusually fast or slow through the content and then find out why. Look for people earning more points than you thought possible, look to see if interest is waning or if all the learners are getting something wrong or too much or too little time is being expended. One advantage of gamification platforms is that they provide rich, real-time data—leverage that data.
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Case Study

• Dropbox – Fill out profiles to get more extra free spaces.

• Dropbox, Uber, Groupon, etc. – Referral bonus

• Fitness Apps (Map My Run, FitBit, etc.) – Badges, small leaderboards, social network

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Case Study

• A Ski/Snowboard App

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Case Study

• Discussion