Gamification in Human Resources, Vienna 2015

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Gamification and the Human Condition Marigo Raftopoulos

Transcript of Gamification in Human Resources, Vienna 2015

Page 1: Gamification in Human Resources, Vienna 2015

Gamification and the Human Condition

Marigo Raftopoulos

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Who am I?

Reiss 2000: 16 core desires [email protected]

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We are bored,

disengaged &

uninspired

Engaged

Disengaged

Enrolled

20%

40%

40%

Towers Perrin 2011; Gallup 2013; CEO Institute 2013

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People are born with intrinsic motivation, self respect, dignity, curiosity, and joy in learning.

W. Edwards DemingFounder of TQM

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Our prevailing system of management has destroyed our people.

W. Edwards DemingFounder of TQM

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Think like a game designer.

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Carl Jung

Modern PsychologyWho Am I

Joseph Campbell

Hero’s JourneyFollow Your Bliss

[email protected]

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This is what game designers know…

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7 examples, 7 core [email protected]

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Power

[email protected]

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Honor

[email protected]

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Vitality

[email protected]

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Community

[email protected]

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Self [email protected]

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How do you create

experiences that make

people FEEL something?

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Human “Resources”

Human “Capital”

How does that make people

“FEEL”?

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The HR Challenge:

What journey are we creating?

What experiences are we

offering?

How do we want our staff to

feel?

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Game thinking in HR

In the future of work, you are experience designers

You create possibility spaces

Experiences that facilitate learning, performance,

productivity & [email protected]

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Part 2: Enterprise Gamification Research

Time to level up

[email protected]

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Gamification in the enterprise

Literature review - Critique

- Design Methodology

Survey 304 global case studies - Taxonomy

In-depth survey 24 leading organisations – Enablers/[email protected]

Doctoral researcher: Marigo Raftopoulos

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Enterprise Gamification Technology

Strategy

Games & Simulation

s

Mobile apps

Gaming platforms

Browser based

Platforms

Vendor Supplied

Self built

Product/Service

Modifications

Minor modsMajor mods

Playful Experience

s

Low/no tech

High tech

Technology options are wide & impact design decisions differently n=304

+ Secondary technologies: • Augmented reality• Virtual reality• Social media

25%

47%

24%

23%

20%

8%

https://www.academia.edu/11951428/How_enterprises_play_Towards_a_taxonomy_for_enterprise_gamification

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That which creates value, also destroys value

https://www.academia.edu/9882613/Towards_Gamification_Transparency_A_conceptual_framework_for_the_development_of_responsible_gamified_systems

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Success

“Careful mapping of target audience, use of the right game elements, use of the

right analytics.”

“Analysis of the players.”

“Designing non-manipulative game

mechanics”

[email protected] Gamification Experience Survey Responses

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Gamification Critical Success Factors

Astute project management (24%)

Design skills and design process (24%)

Profiling of target audience (12%)

Teamwork (IT, HR, Marketing, Finance) 12%

The right technology (10%)

[email protected] Gamification Experience Survey Responses

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“Barriers were primarily with technology. I do not

believe vendor solutions are mature enough yet.”

“Meaningless and arbitrary use of game mechanics.”

“Sometimes I felt like I was playing the wrong game.”

[email protected] Gamification Experience Survey Responses

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Gamification Failures

Wrong technology (38%)

Poor project management (26%)

Unsuitable game play and mechanics (16%)

Poor design (12%)

Inadequate measures (8%)

[email protected] Gamification Experience Survey Responses

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A closer look at technology limits• Vendor capability• Platform restrictions• Data integrity issues• Limited reporting capabilities• Vendors do not know the target market• On time delivery• Scalability issues• Adoption of the platform

[email protected] Gamification Experience Survey Responses

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what would you do differently?

“I would have spent more time at the beginning looking at more game thinking elements and fewer game mechanics. I think I would have created a more engaging program.”

[email protected] Gamification Experience Survey Responses

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What would you do it differently..

Strategic design process (26%)

Selective game play and mechanics (22%)

Appropriate technology and vendors (19%)

Project management & metrics (14%)

Prototyping options (11%)

[email protected] Gamification Experience Survey Responses

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Find your best practice - Design

• Strategic design process

• Design skills literacy

• Target audience profiling

• Selective gameplay and mechanics

• Prototyping options

[email protected]

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Find your best practice - Technology

• The right platform

• Vendor capability

• Systems integration

• Data integrity

• Collaborative design process

• Ongoing maintenance

[email protected]

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Find your best practice - Capability

• Astute project management

• Not a game

• Cross-division teamwork (IT, HR, Finance, Marketing)

• Metrics and measurement

[email protected]

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Technology + Gameplay + Mechanics

[email protected]

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Meaning Learning

Engagement Purpose

Connection

Keep it [email protected]

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Thank you!

[email protected]

@marigo

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