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>Gamification:
Strategies, Techniques, and
Mechanics for Retail Brokerages
>Speakers:
Gaspard De Dreuzy
Chief Innovation Officer
Kapitall
gaspard@kapitall.com
Mohammad Rashid
Senior Director, Capital Markets
Tavant Technologies
mohammad.rashid@tavant.com
Tavant Proprietary & Confidential
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
3
Tavant Proprietary & Confidential
What is “Gamification”?
4
>The application of game elements and
game design techniques to non-game
contexts for the purpose of increasing
engagement and having fun
Game Mechanics
Game Components
Game Dynamics
Game Structures
Game Patterns
Game Abstractions
Game Learnings
Tavant Proprietary & Confidential
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
5
Tavant Proprietary & Confidential
Game Mechanics and thoughts around Game Design
> Description of Game Structures
— Full-screen graphics
— Information overlays
— User-directed control
— Instant feedback
— Acting upon objects
6
Tavant Proprietary & Confidential
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
7
Tavant Proprietary & Confidential
Gamification – A word about the word
> Engagification
> Motivational Design
> Fun-gineering
8
Gamification
Behavioral Economics
Game Design
UX Design
Psychology
Behaviorism
Cognitivism
Black Magic
Tavant Proprietary & Confidential
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
9
Tavant Proprietary & Confidential
GDF – Player Types
> To Start – Richard Bartle’s MUD Player Types
> Hearts
> Clubs
> Diamonds
> Spades
10
Tavant Proprietary & Confidential
GDF – Activity Loops
> Engagement Loops and Progression Ladders
11
Motivation
Action
Feedback
Tavant Proprietary & Confidential
Technical Considerations
12
Tavant Proprietary & Confidential
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)
13
Tavant Proprietary & Confidential
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!
14
Tavant Proprietary & Confidential
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
15
Tavant Proprietary & Confidential
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-expe
> MDA: A Formal Approach to Game Design and Game Research
http://www.cs.northwestern.ed/~hunicke/pubs/MDA.pdf
> Game Data Mining
http://andersdrachen.files.wordpress.com/2012/08/gamedatamining_intro.pdf
16
Tavant Proprietary & Confidential
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 Framework
http://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 Lazo
http://www.youtube.com/watch?v=lK_cdkpazjI
17
PEOPLE. PASSION. EXCELLENCE.
>Go forth and Gamify!

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Gamification strategies boost retail broker engagement

  • 2. >Speakers: Gaspard De Dreuzy Chief Innovation Officer Kapitall gaspard@kapitall.com Mohammad Rashid Senior Director, Capital Markets Tavant Technologies mohammad.rashid@tavant.com
  • 3. Tavant Proprietary & Confidential 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 3
  • 4. Tavant Proprietary & Confidential What is “Gamification”? 4 >The application of game elements and game design techniques to non-game contexts for the purpose of increasing engagement and having fun Game Mechanics Game Components Game Dynamics Game Structures Game Patterns Game Abstractions Game Learnings
  • 5. Tavant Proprietary & Confidential 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 5
  • 6. Tavant Proprietary & Confidential Game Mechanics and thoughts around Game Design > Description of Game Structures — Full-screen graphics — Information overlays — User-directed control — Instant feedback — Acting upon objects 6
  • 7. Tavant Proprietary & Confidential 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 7
  • 8. Tavant Proprietary & Confidential Gamification – A word about the word > Engagification > Motivational Design > Fun-gineering 8 Gamification Behavioral Economics Game Design UX Design Psychology Behaviorism Cognitivism Black Magic
  • 9. Tavant Proprietary & Confidential 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 9
  • 10. Tavant Proprietary & Confidential GDF – Player Types > To Start – Richard Bartle’s MUD Player Types > Hearts > Clubs > Diamonds > Spades 10
  • 11. Tavant Proprietary & Confidential GDF – Activity Loops > Engagement Loops and Progression Ladders 11 Motivation Action Feedback
  • 12. Tavant Proprietary & Confidential Technical Considerations 12
  • 13. Tavant Proprietary & Confidential 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) 13
  • 14. Tavant Proprietary & Confidential 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! 14
  • 15. Tavant Proprietary & Confidential 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 15
  • 16. Tavant Proprietary & Confidential 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-expe > MDA: A Formal Approach to Game Design and Game Research http://www.cs.northwestern.ed/~hunicke/pubs/MDA.pdf > Game Data Mining http://andersdrachen.files.wordpress.com/2012/08/gamedatamining_intro.pdf 16
  • 17. Tavant Proprietary & Confidential 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 Framework http://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 Lazo http://www.youtube.com/watch?v=lK_cdkpazjI 17
  • 18. PEOPLE. PASSION. EXCELLENCE. >Go forth and Gamify!