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Game On!
Gamification for Startups
Sydney Startup Weekend July 2011
What is Gamification?

• A process of incorporating gameplay
  elements into non-gaming
  applications, products and services


  • Improve customer experience


  • Build engagement


  • Create customer loyalty


• Designing the player journey


• Gamification is not the core
  experience
Games engage

A structured experience


Rules + Goals + Fun


Shape positive behaviours


Create interactive experiences
Driven by the games
phenomenon

• 10,000 hours of gameplay by age 21


• 3 billion hours per week online


• Higher order skill development


• Facebook top 25 games = 76m ADU


• World of Warcraft 12m subscribers/mth


• Mass exodus to virtual worlds
Social disengagement
is rife


Only 20% of people are
engaged at work

 40% enrolled but not
committed

40% disengaged
A different way of
thinking

The number one focus of
a game designer is
ENGAGEMENT


Think of your start-up as
a game ...
Think like a game designer




  Know your player          Design the journey         Know the destination

Make your profile REAL.   Different stages & levels        Player goals and
 People are emotional     of experience & mastery.    objectives. What problem
 first, rational second       Let there be FUN         is your start-up solving?
Entry level gamification
is mostly extrinsic
• Social

• Experiences

• Progression

• Status & success

• Currency & rewards

• Scarcity

• Design & interface

• Multi dimensional
Start-up weekend
challenge:

• IDEA --> LAUNCH


• Don’t forget the fun factor!


• Focus on customer engagement


• Create meaningful experiences


• Don’t let the tech get in the way


• My challenge to you is ...
Game Pitch: Imagine if your start-up was a game...

•The name of the game is __________________

•The story is about ________________________

•The target player is _______________________

•Who will be solving the problem of _______________

•Using secret game sauce of _______________,
 _________________ and ___________________.

•I know I’m winning when __________________.
Resources for your working sessions
 are provided in the remaining deck

   Good Luck and Have Fun!
How do we use
gamification?

• Nine popular mechanics here


• Select combinations wisely


• Selection criteria based on:


   • who is your customer?


   • what is your objective?


   • what is your budget?


• Gamification must be fit for
  purpose
Social

• Gaming as a social activity


• Friends as part of the shared
  experience


• Technique: sense of belonging


• Mechanic: add friends,
  sharing, like/dislike, chat
Customisation

• Personalizing the experience


• Self expression, social
  bonding and social signaling


• Technique: personalisation to
  increase commitment and
  barriers to exit


• Mechanic: select and/or
  customize an avatar or chose
  your own photo or drawing
Experiences

• Gamify the everyday, the
  routine (& the mundane)


• Setting goals


• Giving rewards


• Technique: need for
  recognition & accomplishment


• Mechanic: badges, tokens,
  trophies
Progression

• Progression points, tracking
  and feedback


• Feedback loops to prompt
  desired or target action


• Technique: stimulus response
  to feedback


• Mechanic: progress bar,
  points, prompts
Status & Success

• Leader boards and points to
  acknowledge desired actions
  and behaviors


• Stimulate competition and give
  recognition


• Technique: build status and
  success, appeal to ego


• Mechanics: leaderboards,
  points, exclusive membership
  levels and privileges, black/
  platinum/gold cards
Currency & Rewards

• Incentives based on time or
  money


• Built on points or tokens to
  earn virtual currency


• Redeem virtual currency for
  virtual goods (in-game) or real
  world goods or services


• Technique: reward seeking
  motivation


• Mechanic: gold coins, real/
  virtual currency
Create Scarcity

• Creating artificial economies
  to simulate scarcity in sought
  after virtual or real goods


• Technique: encouraging
  purchases based on prestige
  and feelings on ‘missing out’
  on an offer


• Mechanic: creation of a rare/
  scarce products, icons,
  symbols, sales promotions,
  creating perceptions of value
Design & Interface

• Creating the look and feel of a
  game without inherent
  gameplay elements


• Technique: create altered or
  renewed perceptions of
  existing products or services


• Mechanic: influence
  perceptions through look/feel,
  imagery and visual
  stimulations
Multi Dimensional

• Integrating cross-media
  functionality and interest


• Experience of the integration of
  film, music, games and
  merchandise


• Gamified smartphone applications
  & web services connected to real
  world activities e.g health and
  wellness


• Technique: creating utility and
  deeper social experiences


• Mechanic: utility, free, status
Let’s play:

Spot the Game Mechanic
Salesforce aimed to increase sales calls, lead info
              and conversion rates
SAP Gamification Challenge - Internal Innovation
    Event to gamify SAP software systems
The email game - to process your emails faster and
                 more effectively
Mint.com is a service that syncs with your bank and
credit card accounts to help you pay off debt and save
Gamification Examples
Workplaces

• Project management


• Change management


• Email management


• Organization design


• “The Target Game”


• Balance of Hard Fun, Easy
  Fun, Serious Fun, People Fun
 (Nicole Lazzaro)
Schools

• “WOW In Schools Campaign”
  USA - Leadership, Teamwork,
  Collaboration, Strategy,
  Economics


• Mathletics & Spellodrome online


• Handheld Learning initiative UK


• Legacy of the failure of
  ‘edutainment’


• Kids have high expectations of
  gameplay (& education has low
  production budgets)
Healthcare

• Physical and cognitive therapy


• Exercise and movement - Wii
  Fit, Kinect, Nike+, DanceGames
  & ExerGames to maintain
  motivation & focus


• Assistive technologies and
  smart phone apps for
  medication tracking


• “Mental Health Game”
Communities

• Playful community “street”
  experiences


• Community building


• Games4Change Initiative


• Institute for the Future: World
  Without Oil


• NYPL Scavenger Hunt
  (reconnect with history, library
  books)


• “Fun Theory”
Keep in mind
• Don’t bolt on - holistic design process


• A poor product/service/environment won’t be improved by gamification


• Game design is emergent - start slowly, carefully. Iterate. (10%design/
  90% iteration)


• Beware of unintended consequences


• Design around intrinsic motivators - amplify meaning, autonomy,
  mastery


• Focus on positive behaviors by making them more visible


• Simplicity
Thank you for playing !




            Marigo Raftopoulos
        Marigo@strategicgameslab.com
      Mobile/Cell: +61 (0)412 183735
         Skype: marigo.raftopoulos
              Twitter:@Marigo
Blog: http://talesfromthecasbah.blogspot.com
     Web: www.strategicgameslab.com

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Gamification for start ups copy

  • 1. Game On! Gamification for Startups Sydney Startup Weekend July 2011
  • 2. What is Gamification? • A process of incorporating gameplay elements into non-gaming applications, products and services • Improve customer experience • Build engagement • Create customer loyalty • Designing the player journey • Gamification is not the core experience
  • 3. Games engage A structured experience Rules + Goals + Fun Shape positive behaviours Create interactive experiences
  • 4. Driven by the games phenomenon • 10,000 hours of gameplay by age 21 • 3 billion hours per week online • Higher order skill development • Facebook top 25 games = 76m ADU • World of Warcraft 12m subscribers/mth • Mass exodus to virtual worlds
  • 5. Social disengagement is rife Only 20% of people are engaged at work 40% enrolled but not committed 40% disengaged
  • 6. A different way of thinking The number one focus of a game designer is ENGAGEMENT Think of your start-up as a game ...
  • 7. Think like a game designer Know your player Design the journey Know the destination Make your profile REAL. Different stages & levels Player goals and People are emotional of experience & mastery. objectives. What problem first, rational second Let there be FUN is your start-up solving?
  • 8. Entry level gamification is mostly extrinsic • Social • Experiences • Progression • Status & success • Currency & rewards • Scarcity • Design & interface • Multi dimensional
  • 9. Start-up weekend challenge: • IDEA --> LAUNCH • Don’t forget the fun factor! • Focus on customer engagement • Create meaningful experiences • Don’t let the tech get in the way • My challenge to you is ...
  • 10. Game Pitch: Imagine if your start-up was a game... •The name of the game is __________________ •The story is about ________________________ •The target player is _______________________ •Who will be solving the problem of _______________ •Using secret game sauce of _______________, _________________ and ___________________. •I know I’m winning when __________________.
  • 11. Resources for your working sessions are provided in the remaining deck Good Luck and Have Fun!
  • 12. How do we use gamification? • Nine popular mechanics here • Select combinations wisely • Selection criteria based on: • who is your customer? • what is your objective? • what is your budget? • Gamification must be fit for purpose
  • 13. Social • Gaming as a social activity • Friends as part of the shared experience • Technique: sense of belonging • Mechanic: add friends, sharing, like/dislike, chat
  • 14. Customisation • Personalizing the experience • Self expression, social bonding and social signaling • Technique: personalisation to increase commitment and barriers to exit • Mechanic: select and/or customize an avatar or chose your own photo or drawing
  • 15. Experiences • Gamify the everyday, the routine (& the mundane) • Setting goals • Giving rewards • Technique: need for recognition & accomplishment • Mechanic: badges, tokens, trophies
  • 16. Progression • Progression points, tracking and feedback • Feedback loops to prompt desired or target action • Technique: stimulus response to feedback • Mechanic: progress bar, points, prompts
  • 17. Status & Success • Leader boards and points to acknowledge desired actions and behaviors • Stimulate competition and give recognition • Technique: build status and success, appeal to ego • Mechanics: leaderboards, points, exclusive membership levels and privileges, black/ platinum/gold cards
  • 18. Currency & Rewards • Incentives based on time or money • Built on points or tokens to earn virtual currency • Redeem virtual currency for virtual goods (in-game) or real world goods or services • Technique: reward seeking motivation • Mechanic: gold coins, real/ virtual currency
  • 19. Create Scarcity • Creating artificial economies to simulate scarcity in sought after virtual or real goods • Technique: encouraging purchases based on prestige and feelings on ‘missing out’ on an offer • Mechanic: creation of a rare/ scarce products, icons, symbols, sales promotions, creating perceptions of value
  • 20. Design & Interface • Creating the look and feel of a game without inherent gameplay elements • Technique: create altered or renewed perceptions of existing products or services • Mechanic: influence perceptions through look/feel, imagery and visual stimulations
  • 21. Multi Dimensional • Integrating cross-media functionality and interest • Experience of the integration of film, music, games and merchandise • Gamified smartphone applications & web services connected to real world activities e.g health and wellness • Technique: creating utility and deeper social experiences • Mechanic: utility, free, status
  • 22. Let’s play: Spot the Game Mechanic
  • 23. Salesforce aimed to increase sales calls, lead info and conversion rates
  • 24. SAP Gamification Challenge - Internal Innovation Event to gamify SAP software systems
  • 25. The email game - to process your emails faster and more effectively
  • 26. Mint.com is a service that syncs with your bank and credit card accounts to help you pay off debt and save
  • 27.
  • 29. Workplaces • Project management • Change management • Email management • Organization design • “The Target Game” • Balance of Hard Fun, Easy Fun, Serious Fun, People Fun (Nicole Lazzaro)
  • 30. Schools • “WOW In Schools Campaign” USA - Leadership, Teamwork, Collaboration, Strategy, Economics • Mathletics & Spellodrome online • Handheld Learning initiative UK • Legacy of the failure of ‘edutainment’ • Kids have high expectations of gameplay (& education has low production budgets)
  • 31. Healthcare • Physical and cognitive therapy • Exercise and movement - Wii Fit, Kinect, Nike+, DanceGames & ExerGames to maintain motivation & focus • Assistive technologies and smart phone apps for medication tracking • “Mental Health Game”
  • 32. Communities • Playful community “street” experiences • Community building • Games4Change Initiative • Institute for the Future: World Without Oil • NYPL Scavenger Hunt (reconnect with history, library books) • “Fun Theory”
  • 33. Keep in mind • Don’t bolt on - holistic design process • A poor product/service/environment won’t be improved by gamification • Game design is emergent - start slowly, carefully. Iterate. (10%design/ 90% iteration) • Beware of unintended consequences • Design around intrinsic motivators - amplify meaning, autonomy, mastery • Focus on positive behaviors by making them more visible • Simplicity
  • 34. Thank you for playing ! Marigo Raftopoulos Marigo@strategicgameslab.com Mobile/Cell: +61 (0)412 183735 Skype: marigo.raftopoulos Twitter:@Marigo Blog: http://talesfromthecasbah.blogspot.com Web: www.strategicgameslab.com

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