gamification for business, training and education
DESCRIPTION
Gamification is the concept of applying game techniques to non-game environments. In the past few years, gamification tactics have expanded upon early customer loyalty programs and have applied techniques from games such as story, levels, competition, leaderboards, and challenges to increase customer and employee engagement. Beyond marketing, gamification is being used to motivate learners in education, impact behavior change in healthcare, and motivate actions and performance in business.TRANSCRIPT
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Andy PetroskiDirector & Assistant Professor of Learning [email protected]@apetroski
http://www.harrisburgu.edu/learningtechnologies
http://www.harrisburgu.edu/caelt
http://www.slideshare.net/apetroski
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Gamification
the concept of applying game-design thinking to non-game applications to make them more fun and engaging
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GamificationGamification
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What have you done today?
brush teeth
complete an expense report
recycle
walk the stairs
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Gamification in Action!
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story character goal
obstacles feedback levels
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Gamification Loop
Reward System
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Too easy
Too frustrating
But wait…• Creating these types of games is hard work (so what else is
new)
• Just adding points and badges doesn’t make something fun and an improperly balanced reward system will negatively effect the behavior you are trying to address.
• The true magic happens when a player succeeds in a challenge which seemed (or was) daunting and beyond their skill level.
• Players are motivated by different things. So we have to consider different experiences for varying player types.
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Design A Gamified Experience
1. Who is your audience and what motivates them?
2. What kind of rewards appeal to your customers?
3. How will the game mechanics work in your overall strategy?
4. How will you measure the success of your program?
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Gamify Lunch
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Some facts…• 2011 Gartner Research Report it is
estimated that by 2015, more than 50% of organizations that manage innovation processes will gamify those processes.
• The trend has been picking up major momentum over the last two years and has gained support from industry heavy weights such as Bing Gordon, Al Gore, J.P. Rangaswami, Chief Scientist of Salesforce.com, and many more.
Al Gore talks about how "Games are the new normal" and the
power of Gamification at the 2011 Games for Change Festival.
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“In some ways it is a fad – adding points and badges in tacky ways,
looking at ‘gamification’ as an easy way to make boring things seem
interesting – that is a fad.
However, the idea of designing business processes so that those who
engage in them find them more intrinsically rewarding – that is a
long term trend.”
- Jesse Schell, CEO Schell Games
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Resources
• Vendors– Bunchball, Badgeville, BigDoor, SCVNGR, CrowdTwist, Natron Baxter
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Resources
• PearlTrees - http://bit.ly/IhdQod • Jesse Schell – The Pleasure Revolution http://bit.ly/J15rbp• Gabe Zicherman - http://bit.ly/IUiWFZ• Gamification.org/wiki• Concept of “Flow” by Mihaly Csikszentmihalyi - bit.ly/conceptofflow
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Resources
• 8 Tips to Create a Killer Gamification Strategy http://bit.ly/15bhbi7• Harrisburg University www.harrisburgu.edu/learningtechnologies – Graduate courses – Workshops – Center for Advanced Entertainment & Learning Technologies www.harrisburgu.edu/caelt– 4 on the 4th at 4 http://444.harrisburgu.edu
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Andy PetroskiDirector & Assistant Professor of Learning [email protected]@apetroski
http://www.harrisburgu.edu/learningtechnologies
http://www.harrisburgu.edu/caelt
http://www.slideshare.net/apetroski
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Graduate Programs
• Analytics (room 1463)• Information Systems Engineering & Management (room 1464)• Learning Technologies (Auditorium)• Project Management (room 1462)