Gamification- Strategies, Techniques and Mechanics for Retail Brokerages

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> Gamification: Strategies, Techniques, and Mechanics for Retail Brokerages

Transcript of Gamification- Strategies, Techniques and Mechanics for Retail Brokerages

>Gamification:Strategies, Techniques, and Mechanics for Retail Brokerages

> Speakers:Gaspard De DreuzyChief Innovation [email protected]

Mohammad RashidSenior Director, Capital MarketsTavant [email protected]

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Agenda> What is “Gamification” and Why Gamify?

> Game Mechanics and Thoughts around Game Design

> Demo of Kapitall Website

> Key User Metrics

> Gamification Design Process

> Technical Considerations of a Gamified System

> Gamification Patterns and Anti-Patterns

> Future of Gamification

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What is “Gamification”?

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>The application of game elements and game design techniques to non-game contexts for the purpose of increasing engagement and having fun

Game MechanicsGame Components

Game DynamicsGame StructuresGame Patterns

Game AbstractionsGame Learnings

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Why Gamify?> 170 Million Americans play games - 55% of the US population

> Angry Birds downloaded 1 Billion times

> Gartner: “by 2015, 40 percent of Global 1000 organizations will use Gamification as the primary mechanism to transform business operations.”

> A new “Generation of Users” growing up with electronic games

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Game Mechanics and thoughts around Game Design

> Description of Game Structures— Full-screen graphics— Information overlays— User-directed control— Instant feedback— Acting upon objects

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Key User Metrics> Pure engagement:

— i.e. # of visits, time spent on site— i.e. Active and returning users, retention

> Social interactions: — i.e. # of contacts, messages sent/received

> Game activity— i.e # of points scores, level progression— i.e. # paper trades, value of virtual assets

> Brokerage activity— i.e. DARTs and assets— i.e. interactions with sales and customer support

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Gamification – A word about the word> Engagification

> Motivational Design

> Fun-gineering

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Gamification

Behavioral Economics

Game Design

UX DesignPsychology

Behaviorism

Cognitivism

Black Magic

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Gamification Design Framework (GDF)

Courtesy of Prof. Kevin Werbach at Wharton School (the 6 D’s)

>Define business objectives

>Delineate target behaviors

>Describe your players*

>Design activity loops*

>Don’t forget the “FUN”

>Deploy the appropriate game abstractions

>Track, Gather, Process, Analyze telemetry data

>Iterate

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GDF – Player Types> To Start – Richard Bartle’s MUD Player Types > Hearts

> Clubs

> Diamonds

> Spades

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GDF – Activity Loops

> Engagement Loops and Progression Ladders

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MotivationAction

Feedback

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Technical Considerations

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Gamification Anti-Patterns

> Gamify the World

> Sprinkle PBLs on your offerings and Game ON!

> Crowd out intrinsic motivation by providing mega-rewards

> Make the “Product” or “Offering” the center of your design

> Pointsification rules! (Margaret Robertson)

> Develop Exploitationware (Ian Bogost)

> “High Fructose Corn Syrup” is good for you (Kathy Sierra)

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Gamification Patterns> Think like a Game Designer

— Hire a Game Designer

> Think of your customers as Players not Puppets— What motivates your Players – Competence, Autonomy, Relatedness— Think of the “Player’s Journey” through your offering— The experience needs to evolve over time

> Differentiate between “Behavioral” vs. “Cognitive” approaches – Doing vs. Feeling – Extrinsic vs. Intrinsic

> Gather and Analyze telemetry data > Design for “Flow”> Make sure it is “Fun”> Play Games!

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Future of Gamification

> Pervasive Gamification — “Sight” – A Short Film by May-raz & Lazo

> Out-of-Sight Gamification— HabitRPG.com vs. Simple.com

> Gamification as a word will likely disappear and become integrated with the practice of User Experience Design with the goal of engaging, rewarding and educating users

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References> Gamification Corp

http://www.gamification.co

> Kevin Werbach, "For the Win: How Game Thinking Can Revolutionize Your Business“http://wdp.wharton.upenn.edu/books/for-the-win

> Jesse Schell, “The Art of Game Design”> Raph Koster, “A Theory of Fun for Game Design”> Charles Mauro, “Why Angry Birds is so Successful and Popular: A Cognitive

Teardown of the User Experience”http://www.mauronewmedia.com/blog/why-angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience/

> MDA: A Formal Approach to Game Design and Game Researchhttp://www.cs.northwestern.ed/~hunicke/pubs/MDA.pdf

> Game Data Mininghttp://andersdrachen.files.wordpress.com/2012/08/gamedatamining_intro.pdf

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References (contd.)> Ian Bogost, “Persuasive Games – Exploitationware”

http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php

> Margaret Robertson, “Can’t Play, Won’t Play” http://hideandseek.net/2010/10/06/cant-play-wont-play/

> Mozilla Open Badges Frameworkhttp://openbadges.org

> Michael Wu, “The Magic Potion of Game Dynamics”http://lithosphere.lithium.com/t5/science-of-social-blog/The-Magic-Potion-of-Game-Dynamics/ba-p/19260

> “Sight” – A Short Film by Eran May-raz and Daniel Lazohttp://www.youtube.com/watch?v=lK_cdkpazjI

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PEOPLE. PASSION. EXCELLENCE.

>Go forth and Gamify!