Professor Kevin Werbach

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Professor Kevin Werbach Dept. of Legal Studies & Business Ethics Wharton School, Univ. of Pennsylvania [email protected] Twitter: @kwerb

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Professor Kevin Werbach. Dept. of Legal Studies & Business Ethics Wharton School, Univ. of Pennsylvania. [email protected]. Twitter: @kwerb. 1.7 billion. 100 million. 9 billion. We’re All Gamers Now. • Video game industry: over $70 billion worldwide, or. - PowerPoint PPT Presentation

Transcript of Professor Kevin Werbach

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Professor Kevin WerbachDept. of Legal Studies & Business Ethics

Wharton School, Univ. of Pennsylvania

[email protected]

Twitter: @kwerb

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1.7 billion

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100 million

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9 billion

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We’re All Gamers Now

•  Video game industry: over $70 billion worldwide, ordouble Hollywood box office revenues

•  97% of kids 12-17 play videogames (Pew Foundation)

•  The average game player is 30 years old (ESA)

•  47% percent of all game players are women (ESA)

•  44% of US/UK adults have played a mobile game inthe last month (PopCap/Information Solutions)

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what can welearn from

(digital) gamesto help with

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Sebastian Deterding, et al, From Game Design Elements toGamefulness: Defining “Gamification”, Mindtrek 2011 Proceedings

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GAMIFICATION

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Gamification is…

The use of game elementsand game design techniquesin non-game contexts.

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Levels

Points

ResourceCollection Progression

Quests Avatars

Social Graph

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Levels

Points

Progression

Badges

Social Graph

Quests

Avatars

Rewards

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Foursquare

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Nike+

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Jarret Brachman & Alix Levin, “The World of Holy Warcraft,” Foreign Policy,April 13, 2011

…even Al Qaeda

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Who’s Gamifying

•  Microsoft

•  Nike

•  SAP

•  American Express

•  Major LeagueBaseball

•  Salesforce.com

•  AXA Equitable

•  CodeAcademy

•  Deloitte

•  Samsung

•  EMC

•  Foursquare

•  Stack Overflow

•  USA Networks

•  Foot Locker

•  Opower

•  eBay

•  Cisco

•  Recyclebank

•  Universal Music

•  LiveOps •  Siemens

•  Dell •  Yelp

•  Kaiser Permanente •  Nissan

•  Verizon

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A Big Deal in the Business World

“Suddenly, gamification is the hotnew business concept, with many ofthe world’s most admired companiessigning on.”

– Fortune, Oct. 17, 2011

“Striving to make everyday businesstasks more engaging, a growing numberof firms... are incorporating elements ofvideogames into the workplace.”

– Wall St. Journal, Oct. 10, 2011

“Many businesses are using these game tricks to try to get people hooked on their products andservices — and it is working, thanks to smartphones and the Internet.”

– New York Times, Dec. 23, 2012

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Great!What does it

have to do with

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Gamification / Kevin Werbach

Education & Training are Already Games

Bad Ones!•  Not so much fun

•  Limited sense of agency

•  Unclear win states

•  Back-loaded, limited feedback

•  Failure to differentiate among player types

•  Poorly balanced

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Gamifying Learning

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Gradecraft (Univ. of Michigan)

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Not Such a New Idea!

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Not New in Business, Either

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More to It Than the PBLs

Points!

Badges!

ProgressBars!

All they need are someleaderboards, andusers will go crazy!

Rewards!

Levels!

Status!

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Bad Design Can Be Dangerous!

http://www.nicolelazzaro.com/gamification/

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D1.  Define business objectives

2.  Delineate target behaviors

3.  Describe your players

4.  Devise activity cycles

5.  Don’t forget the fun!

6.  Deploy appropriate tools

Gamificationesign

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gamedesign

Experimentation

Human-centricity

Iteration

Balance

Prototyping

Playtesting

Player modeling

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gamedesign

1.  Get players to play.

2.  Keep them playing.

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Feedback

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https://www.coursera.org/course/gamification

Q: How to engage tens ofthousands of studentsfrom 150+ countries,

with no live interaction?

A: Use gamificationdesign principles!

My Own Experience

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Stats from Session 1 (Fall 2012)

•  81,600 registrations–  2/3 non-U.S.; over 150 countries represented

–  77% of participants not in school/university

•  Massive engagement–  >2,200,000 video views

–  19,513 forum posts

–  187,028 peer assessments,by 13,088 students

–  Student-formed Facebookgroup: 3,468 members

–  Hashtag #gamification12:>2,700 tweets

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Traditional Course Design

1 2 3 4 5 6 7

Units

Midterm Final

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Onboarding

Climbing

Rest

Rest

BossFight

Climbing

Climbing

The Player Journey

Scaffolding

LevelUp

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MajorProject

Final

Quiz+Project

Quiz+Project

Quiz

Quiz

Gamification Course Design

Onboard Climb Climb Climb RestBossFight Rest

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Player Types

Source: Richard Bartle

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Notice any Differences?

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11%

% of Writers % of Submi:ers

% of Starters

20%

10%

0%

30%

40%

50%

80%

70%

60%

61%

31%

23%

13%

52%

38%

32%

19%

26%

16%

25%

15%

22%

13%

18% 21%

74%

61%

50%

48%

42%

35% 40%

84%

70%80%

% of Registra4on

% of Starters

% of Submi:ers

% of Writers

% of Registra4on

8,280received certificate

2x-4x Typical Completion Rate≈81,600registered

100%

90%

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thank you!Prof. Kevin Werbach

Twitter: @kwerb

http://wdp.wharton.upenn.edu/books/for-the-win/