gamifcation: fun as a management tool
TRANSCRIPT
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Gamification: Fun as a management tool
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Hello!I am Alex ChalkiasYou can find me at [email protected] www.facebook.com/achalkias Or www.linkedin.com/in/alexchalkias
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BRING IN THE FUN!What is Gamification?
?
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“🔸Gamification is the craft of
deriving all the fun and addicting elements found in games and applying them to
real-world or productive activities
🔸– Yu-kai Chou
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Gamification is an umbrella on top of many sciences🔸 Game Design Techniques
🔸 Behavioral/Positive Psychology (e.g. M. Csikszentmihalyi’s
Flow Theory)
🔸 Brain/Happiness biochemistry (e.g. dopamine and
endorphins)
🔸 Macroeconomics & currencies
🔸 Metric-based business systems for driving Return Of
Investment
🔸 User Interface / User Experience design
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Progress Bar
Points
Leaderboard
Social Graph
Avatar
Badges
What do we mean by “Game Elements” ?
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Play (and Fun) is not something to loathe
“We’ve spent as much time playing World of Warcraft as we’ve spent evolving as a species.”
Jane McGonigal
“Almost all creativity involves purposeful play.”
Abraham Maslow
“The opposite of play is not work. It’s depression.”
Brian Sutton-Smith
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Current Areas of Application for Gamification
• Products• Marketing• Enterprise/Workplace• Learning• Social/Lifestyle
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Speed Camera Lottery
AVG SPEED:From 32km/hTo 25km/h
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Samsung marketing campaignWin a Samsung Galaxy S4 using just your eyes!
Place your screenshot here
https://www.youtube.com/watch?v=CsGlzu2NzX0
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Gamification in the Workplace
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Workplace Gamification primarily addresses employee engagement
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Successful engagement = 250% revenue growth🔸
Workplace Gamification primarily addresses employee engagement
51% not engaged
17% actively
disengaged
370 Billion
USD loss
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• Gamification Increases engagement by 48%• 50% of corporate processes gamified by 2014• 80% of gamification projects fail
• Define Business Objectives & Target Groups
Workplace Gamification primarily addresses employee engagement
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Millennials are the largest workforce nowadays
Gen-Y: born between 1980 and 2000
80% believe an engagement program would help them as workers
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Microsoft Language Quality Game
100% language participation(36 languages)
900 players
26.000 tasks
29% of the dialogs identified issues
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Google Travel Expense Management
Alignment with company’s travel policy
Close to 100% employee compliance
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50% Faster Course Completion
47% Higher Daily Return Rates
36% Greater Weekly Retention
Deloitte Leadership Academy
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Nokia – Ready4Tomorrow: A 5G learning project
Energy
Capacity
SmartNets
Adapters
Latency
278 players engaged
30% improved productivity in 5G areas
Learning & Learning Content Creation
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ConclusionGamification can increase motivation & productivity
Every gamification project needs careful definition of desired actions and players
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You WIN! 🔸+4 Intelligence (+1 bonus if you got the
name right)🔸+1 Productivity🔸+1 Fun
🔸+10 Networking +20 Insight If you follow the Greek Gamification Network on &