Gamification - Inspiring Route

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GAMIFICATION - INSPIRING ROUTE GAMIFICATION INSPIRING ROUTE @MKTRVLTN MARKETREVOLUTION.IT 16/10/2014

description

Gamification brings game experience to real world and in non-game contexts aiming at keeping people engaged, making them collaborate, driving their behaviors. This report - part of the "Inspiring Route" project - analyses and understands the main themes related to Gamification through stories, examples, numbers, case studies.

Transcript of Gamification - Inspiring Route

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Thanks for coming

WELCOME

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HOW MANY GAMERSARE THERE

IN THE WORLD?

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GAMIFICATION ARENApersone, concetti, confini

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Extrinsic motivators

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status

showing my talents

power

“getting one over” on others

access

to new opportunities

stuff

money, gadgets... well, stuff!

What drives gamers?

Source: Gamification.co, Oct 2011

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Intrinsic motivators

What drives gamers?

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Mastery

make progress and get better at something that matters

Autonomy

making choices and direct our own life

Purpose

act for something that matters

Source: Gamification.co, Oct 2011

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At the House of Commons

This story starts in London

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HOW TO PLAY

Join us in digging through the MP’s expenses to review each document.

Your mission: Decide whether it contains interesting information, and extract the

key facts.

If you find something interesting, simply hit the button “Investigate this!”

Making it feel like a game

Investigate your MP’s expenses

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In 3 days, 20K players had already analyzed more than 170K files.

Source: Reality is broken, 2011

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Some history on gamification

2003 2008 2010 2011

The first consultancyspecialised in“Gamification”by Nick Pelling

Firstdocumented use

of the termon Bret Terrill’s blog

Break throughThanks to

Jessy Schell &Jane McGonigal

Gartner adds “Gamification” to his cycle

“..gameification of the web. The basic idea is

taking game mechanics and applying to other

web properties to increase engagement.”

Source: Gameifications.com, August 2011

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Source: Gamified.co.uk

Gamification brings game experience to real world and in non-game contexts aiming at:

• keeping people engaged• making them collaborate• driving their behaviors

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Make gamification work

Game elements

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REWARD STATUS SELF-EXPRESSION

ALTRUISMCOMPETITIONACHIEVEMENT

POINTS LEVELS VIRTUAL SPACES

GIFTSLEADER BOARDS

CHALLENGES

GAME DYNAMICS

GAME MECHANICS

What mechanics cause

How we design game environment

Source: Del Pizzo, May 2014

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Let’s see a few

Non-game contexts

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Source: Marketsandmarkets.com, June 2013

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“The flow is the optimal experience characterized as a state of being fully focused and engaged in an activity”

Through the flow state

Keeping people engaged

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Source: Flow in Gamification, August 2014

It has been regarded as one of the most important psychological outcomes of gamification (and games)

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Go with the flow

challenge-skill balance

clear goals

control

immediate feedback

time transformation

concentration

Source: Flow in Gamification, August 2014

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Drivers

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NINTENDO GENERATION

born in the ‘80s

LIMITED ATTENTION SPAN

remember the gold fish?

THE INTERNET

everyone can partecipate

The future belongs to those who play games

Source: Market Revolution, 2014

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Source: Gamified.co.uk

Let’s map it!

Different sides of games

GAME INSPIRED DESIGN

GAMIFICATION

GAME

SERIOUS GAME

GAME SHAPE

GAME ELEMENTS

GAME PLAYS

JUST FOR FUN

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Games can be serious

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A decade of attempts to solve the crystal structure of M-PMV - an AIDS-related enzyme.

Foldit gamers were able to generate models of sufficient quality to help unlock the structure of M-PMV, that the scientific community had been unable to unlock for a decade.

Source: Time, Sept 2014

How to solve a 15-year-old AIDS problem in 3 weeks

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“You don’t fail in games.

If you don’t pass a stage, you reflect back on what you need to change and improve on and

you play again.”GAMIFICATION - INSPIRING ROUTE 21

“You don’t fail in games.

If you don’t pass a stage, you reflect back on what you need to change and improve on and

you play again.”

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FROM A BUSINESS POINT OF VIEWmodelli e strategie per le aziende

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How it used to be

The “features” economy

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Where is the value? What we compete for?Source: Youtube, 2011; Reality is broken, 2012..

EYEBALL

MINDSHARE

HARD DATA

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Testo slide

In the meantime consumers have changed (a lot)

“I really can't take it anymore”

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Source; Market Revolution, 2014.

LOOKING FOR NEW MEANINGS

OVERINFORMED HYPERACTIVE MULTITASKING MARKETING IMMUNE

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How his mentality has revolutionized?

The evolution of the consumer

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USER PLAYER

passive | individual | indifferent active | collaborative | involved

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Works by involving and motivating its participants looking for intrinsic values and rewards.

The “engagement” economy

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“People don’t want features but meaning”Source: Reality is broken, 2012; Youtube, 2014; Deloitte, 2014.

BRAIN CYCLE

HEARTSHARE

MEANING

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How to address these new needs?

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How to address these new needs?

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The Three F’s of Gamification

What makes it so powerful and sticking to the new scenario?

Put gamification to work

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Source: Gamification.co, Jan 2012.

seamless communication + progress

social context + meaningful interactions

challenge + achievement + improvement

FEEDBACK FRIENDS FOCUS

BEHAVIOUR CHANGE & ENGAGEMENT

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New challenges, new opportunities

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New challenges, new opportunities

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Areas where we can create value through gamification

Application for organizations

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INTERNAL

Drive Innovation

Recruit New Employees

Motivate Employees

Provide Feedbackand Employee Development

Educate and Train Employees

Employee Communicationand Collaboration

EXTERNAL

Crowdsource Innovation

Expedite Customer Service

Encourage Engagement

Supplement Loyalty Programs

Engage Brand Influencers and Advocates

Increase Physical Traffic Via Mobile

Gather Actionable Data

Source: Altimeter Group, Nov 2013.

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Areas where we can create value through gamification

Application for organizations

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INTERNAL EXTERNAL

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Source: Altimeter Group, Nov 2013.

Drive Innovation

Recruit New Employees

Motivate Employees

Provide Feedbackand Employee Development

Educate and Train Employees

Employee Communicationand Collaboration

Crowdsource Innovation

Expedite Customer Service

Encourage Engagement

Supplement Loyalty Programs

Engage Brand Influencers and Advocates

Increase Physical Traffic Via Mobile

Gather Actionable Data

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How to create self-serving customers?

Engine Yard

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Source: Badgeville.com, May 2012

SolutionOnline customer community based on gamification implemented with Badgeville

• help other users and product development• create customer driven content in a self-serving nature• get and give quicker answers• be rewarded by badges for answers

ProblemLack of customer interaction and

support staff overworking on customer tickets instead of important issues

Increase in customer engagement by 40%Reduction of 20% in customer tickets

40% decrease in customer response time

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How to motivate and gear employees?

Ford

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Source: Bunchball.com, June 2013

SolutionOnline collaborative community based on gamification to train and motivate

employees and to deliver the customer experience and increase sales

• perform tasks and missions to pass levels• enhance reputation with visible badges• collaborate with teams, compete with individuals• challenge trivias to sustain knowledge

ProblemSupport sales, parts and service employees

that lack constant use on learning portals of the company

Over 100.000 unique visits from day oneActions increased by 60% by week five

Increased engagement, performance and sales.

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Adopt & evolve

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Models, process, metrics, roles

Adopt & evolve

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3 kind of organization

Adapt your model

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MASTER

Company-as-a-

PLAYGROUND

Company-as-a-

TEAMMATE

Company-as-a-

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The company lead customers to achieve their goals through an experiencethat acts both as guide and reinforcement.

Master

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An education company that create an engaging educational experienceto make people learn to code

Codecademy

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24 million people learning to code with Codecademy

Source: Youtube, Feb 2014; Crunchbase, Oct 2014.

...you are more likely to live the life that you actually wanna live”

“If you are able to take the things that are in your head and make

them reality...

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The company provides a space within which the consumer can write his own experience in order to complete his mission and create a community

Playground

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A “Massive Multiplayer Online Game” created for enthusiastsand casual runners that integrates web, mobile and activity tracker

Nike+

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As of 2013, 18 million people upload millions of miles runned and

Nike’s profit increased by 18%.

NIKE

Setting goals to display privately and publicly

Challenging other runners individually and in groups

Training with coaches and sports stars

Rolling up all the data in a personal dashboard

Mapping and sharing runs

Listening music on running creating playlists,sharing

Joining local nike run clubs and partecipating to

nike events

Q&Aing on forums and blogs

Source: Market Revolution 2014..

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The company engage with the customer as a peer, supporting him,and participating throughout the experience

that leads to the accomplishment of his purpose.

Teammate

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“Wise” “Dialog” “Internet” “Banking” that engages

Widiba

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Source: Brand-news.it, Sep 2013

Completing missions

Gaining badges

Improving social status

Project “Wi-Fi For All” for building wi-fi implants

in italian schools

User generated content

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Design thinking + behavioral science

Player-centric approach

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Source: Gamify, 2014.

The “tool” to design, execute and control gamified experiences that motivate, engage and drive people

to changing behaviors.

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Keep in mind

What it is, what is not

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Gamification is not about slapping points and badges onto an

activity and expecting onto magically become

more engaging.

It’s about understanding the

players’ goals and motivations and

designing an experience that inspires them to

achieve their goals

Source: Gamify, 2014.

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Mission #1

Mission & metrics

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Source: Gamify, 2014.

CONTEXT

GOALS

STRATEGY

“Don’t invest in any trend (or technology) without first identifying the business outcomes you expect to achieve!”

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Stop talking and ask. Start listening and watch.

Mission #2

Target & Persona

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Source: Gamify, 2014.

IDENTIFY > OBSERVE > LEARN > CREATE

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Find the sweet spot for gamfication.

Mission #3

Player goals

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Source: Gamify, 2014.

BUSINESSoutcomes

PLAYERgoals

SHARED goals

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Mission #4

Engagement model

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Source: Gamify, 2014.

Collaborative

Intrinsic

Multiplayer

Campaign

Emergent

Competitive

Extrinsic

Solitary

Endless

Scripted

THE STRUCTURE OF THE GAMIFIED SOLUTION

Find the perfect fit. Think through the unexpected implications.

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Mission #5

Space & journey

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Source: Gamify, 2014.

Skill-challenge balance

PLAYER SPACE

The environment provided to engage with game and one

another

PLAYER JOURNEY

The path throught the solution

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Mission #6

The game economy

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Source: Gamify, 2014.

“The in-game economy is composed of the incentives and rewards that the players are awarded for tasks, challenges or goals.”

SAPS reward framework

STATUS

ACCESS

POWER

STUFF

Most meaning

Least meaning

Least expensive

Most expensive

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Mission #7

Test & iterate

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Source: Gamify, 2014.

TEST > ITERATE > EVOLVE

“Gamified solutions should evolve over time to add new functionality, to engage the audience in new ways, and to keep it fresh”

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We need a new metric to describe engagementbecause old metrics don’t actually work anymore.

Redesign metrics

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Source: Youtube, 2010.; Gamification.co, 2011.

RATING

What did they explicitly say when asked

about?

VIRALITY

How many people have

they told about you?

DURATION

How long did they stay?

FREQUENCY

How often did they come

back?

RECENCY

How long ago did they play?

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(CXO) designs and manages every interaction between the organization and its internal or external customers’ needs and expectations.

This is a key role: with a crossfunctional task, oversee from products/services to marketing, from HR relations to stakeholder PR.

The strategic role to drive growth and innovation

Chief eXperience Officer

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Source:Poynter, Oct 2011; Geekwire, Feb 2014; Techwell, Mar 2014.

“One of the three foundational elements of our strategy is a relentless focus on the customer”“We are creating this role to strengthen the voice of the consumer in our product development and execution”

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Tips to avoid an epic fail

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DON’Ts

Don’t try to fix a broken productor a broken service

Don’t implement a gamified system to existing process solutions

Don’t design only extrinsic motivators that don’t create inner motivation

Don’t make changes during the application

to avoid lack of transparency

Don’t force mandatory engagement

Don’t leave loopholesthat could game the system

Source: Gamify, 2014.

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Criticism, risks, issues

The dark side of Gamification

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Laborand

property rights

Virtual currency

andgoods

Gamificationsometimes has

unpleasant consequences,

sometimesisn’t fun at all.

Source: “How Game Thinking Can Revolutionize Your Business, 2012

Privacy&

Data

Pointsification&

Exploitationware

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Source: Bunchball, Oct 2010

“Companies of all shapes and sizes have

begun to use games to revolutionize the way they interact with customers and

employees, becoming more competitive and more profitable as a result”

David Edery, Ethan Mollik

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Per scoprire i valori e la dimensione della gamificationvai alla presentazione di Squadrati

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[email protected]

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