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A NEW PLATFORM FOR A NEW ERA
O
Pivotal Confidential – Internal Use Only
Introductions
David Morris, Host
Big Data Analytics Marketing – Cetas, By VMware
dmorris@gopivotal.com
@jdavidmorris
@pivotalanalyticx
Please submit your questions at anytime throughout the webinar via the chat tool.
Today’s Thought Leadership Webinar:
Gamification: Leveraging Game Strategies & Big Data
to Drive Business
Pivotal Confidential – Internal Use Only
EMC VMware
Pivotal
•  Greenplum
•  Gemfire
•  Cetas - Now Pivotal Analytics
•  Pivotal Labs
April 24th
General Electric
(GE)
Is Now
Pivotal Confidential – Internal Use Only
Dr. Karl M. Kapp
Available	
  from	
  
Amazon	
  
Twi1er:@kkapp	
  
kkapp@bloomu.edu	
  
Google	
  	
  
“Kapp	
  Notes”	
  
GamificaCon	
  
Dr.	
  Karl	
  M.	
  Kapp	
  
Professor,	
  Bloomsburg	
  University	
  
Author:	
  The	
  GamificaCon	
  of	
  Learning	
  and	
  InstrucCon	
  
	
  
Agenda
•  GamificaCon	
  and	
  its	
  CompeCCve	
  Advantage	
  
•  Value	
  of	
  gamificaCon	
  
•  Best	
  pracCces	
  for	
  iniCaCng	
  a	
  gamificaCon	
  
program	
  to	
  drive	
  loyalty	
  and	
  retenCon	
  
Adding game elements to
traditional learning.
Structural:
§  Points
§  Badges
§  Leaderboard
Content:
§  Characters
§  Challenge
§  Feedback
Gamification is using
game-based mechanics,
aesthetics and game-
thinking to engage people,
motivate action promote
learning, solve problems
and engage.
What is Gamification?
•  Gamification is to Learning Game as:
–  Part is to Whole
–  Piece is to Puzzle
–  Slice is to Pie
–  Steering Wheel is to Car
•  Gamification uses parts of games but is not a game
in-and-of itself.
What is Gamification?
Polling	
  QuesCon	
  
•  By	
  2015,	
  what	
  percent	
  of	
  Global	
  1000	
  organizaCons	
  
are	
  predicted	
  to	
  use	
  GamificaCon,	
  as	
  a	
  primary	
  
mechanism	
  for	
  transforming	
  business	
  operaCons?	
  	
  	
  
•  5%	
  
•  20%	
  
•  40%	
  
•  60%	
  
•  80%	
  
Gamifica'on	
  is	
  not	
  only	
  about	
  points,	
  badges,	
  
progress	
  bars	
  and	
  rewards…	
  
…	
  but	
  that’s	
  not	
  all	
  or	
  this	
  would	
  be	
  the	
  most	
  engaging	
  
game	
  in	
  the	
  world.	
  
20%	
  increase	
  in	
  profile	
  comple'on.	
  
…	
  the	
  possibili'es	
  of	
  “gamifica'on”	
  are	
  far	
  larger	
  than	
  
points,	
  badges	
  and	
  rewards.	
  
Challenge
Jones,	
  B.,	
  Valdez,	
  G.,	
  Norakowski,	
  J.,	
  &	
  Rasmussen,	
  C.	
  (1994).	
  Designing	
  learning	
  and	
  technology	
  for	
  educaConal	
  reform.	
  North	
  Central	
  Regional	
  	
  
EducaConal	
  Laboratory.	
  [Online].	
  Available:	
  h1p://www.ncrtec.org/capacity/profile/profwww.htm	
  and	
  Schlechty,	
  P.	
  C.	
  (1997).	
  InvenCng	
  be1er	
  
schools:	
  An	
  acCon	
  plan	
  for	
  educaConal	
  reform.	
  San	
  Francisco,	
  CA:	
  Jossey-­‐Bass.	
  Chapter	
  2	
  “The	
  GamificaCon	
  of	
  Learning	
  and	
  InstrucCon.”	
  
Feedback	
  
Story	
  
•  Self-­‐DeterminaCon	
  Theory	
  
– Autonomy	
  
– Competence	
  
– Relatedness	
  
Self-Determination Theory
Autonomy or Producers– Players are producers, not just consumers, they
are “writers” not just “readers.” Even at its simplest level, players co-design
games by the action they take and decision they make.
James Paul Gee, University of Wisconsin-Madison
Competence or Pleasantly Frustrating– Good games stay
within, but at the outer edge, of the players “regime of
competence” (diSessa, 2000) Challenges in a game are
challenging but feel “doable.”
This is motivational.
James Paul Gee, University of Wisconsin-Madison
diSessa, A. A. Changing Minds: Computers, Learning and Literatcy. Cambridge, Mass.: MIT Press, 2000.
Performance before Competence– Good video games operate by a principle
just the reverse of Most training modules: performance before competence
(Cazden, 1981).
Players can perform before they are competent, supported by the design of the
game. It is learning by doing.
James Paul Gee, University of Wisconsin-Madison
Relatedness– This is experienced when a person feels connected to others. It
can either be in real-time or related to players who have played before through
such items as a leaderboard or artifacts left by other players.
h1p://success.adobe.com/microsites/levelup/index.html	
  
•  Gamification in the Enterprise:
– Health and Wellness
– Learning and Development
– Business Operations
Gamification in the Enterprise
•  “Daily	
  Challenge”	
  
– New challenge each day in email
– Earn points
– Progress through levels
•  Running and Exercise
– Nike+
Health and Wellness
80%	
  of	
  Blue	
  Shield	
  
employees	
  have	
  
parCcipated	
  in	
  at	
  least	
  one	
  
wellness	
  programs.	
  
50%	
  drop	
  in	
  smoking	
  
prevalence	
  and	
  a	
  similar	
  
increase	
  in	
  regular	
  physical	
  
acCvity	
  among	
  employees.	
  	
  
The	
  incidence	
  of	
  
hypertension	
  has	
  fallen	
  by	
  
two-­‐thirds,	
  and	
  disability	
  
claims	
  are	
  down	
  .	
  
NikePlus	
  Stats	
  for	
  Karl	
  
•  Mobile Cricket University (Mobile CU)
–  Points
•  Earned for completing certain formal learning assignments
•  “acceleration points” for completing assignments within a defined time period
–  Leader boards
•  Master
•  Group
•  Challenge
–  Digital badges and trophies are awarded
•  Knowledge Guru
–  Character
–  Challenge
–  Feedback
Learning and Development
39.39%	
  indicated	
  “I	
  wanted	
  
to	
  see	
  what	
  I	
  remember	
  
from	
  the	
  training.”	
  
81.82%	
  agreed	
  with	
  
statement	
  “I	
  learned	
  more	
  
about	
  4G	
  LTE	
  by	
  playing	
  the	
  
game”	
  	
  
42.2%	
  indicated	
  “I	
  want	
  my	
  
store	
  and	
  market	
  to	
  win.”	
  
39.39%	
  indicated	
  “I	
  wanted	
  
to	
  see	
  what	
  I	
  remember	
  
from	
  the	
  training.”	
  
81.82%	
  agreed	
  with	
  
statement	
  “I	
  learned	
  more	
  
about	
  4G	
  LTE	
  by	
  playing	
  the	
  
game”	
  	
  
42.2%	
  indicated	
  “I	
  want	
  my	
  
store	
  and	
  market	
  to	
  win.”	
  
Average	
  contract	
  value	
  2x	
  
higher	
  than	
  for	
  previous	
  
mobile	
  product.	
  
Of	
  all	
  the	
  launches	
  done	
  in	
  the	
  
previous	
  two	
  years	
  to	
  
MobileConnect,	
  the	
  sales	
  team	
  
has	
  built	
  the	
  quickest	
  pipeline	
  
for	
  this	
  product.”	
  	
  
First	
  call	
  resoluCon	
  ($35	
  a	
  
call/average)	
  is	
  up	
  45%.	
  
•  “Lawley Insurance”
–  Looking for a strategy to convince the sales team of the value of salesforce.com.
–  Goal:
•  Update the stage opportunities.
•  Change close dates on leads when appropriate.
•  Properly log prospect calls and meetings.
•  Ford Canada
–  Professional Performance Program (p2p)
–  Goals: Drive site traffic, increase utilization of content, decrease time to certification,
encourage learning
–  Gamification Mechanics: Fast Feedback, Transparency, Goals, Badges, Leveling Up,
Competition, Collaboration, Community, Points
–  Big Data: User activity, content consumption, employee performance, customer
satisfaction, course completion
Business Operations
In	
  2	
  week	
  Cme	
  frame,	
  sales	
  team	
  
created	
  the	
  equivalent	
  of	
  257%	
  of	
  
the	
  average	
  weekly	
  acCviCes	
  created	
  
in	
  the	
  prior	
  7.5	
  months.	
  	
  
Stage	
  updates	
  increased	
  
110%.	
  	
  
Closing	
  dates	
  updated	
  307	
  
Cmes	
  in	
  2	
  weeks.	
  
Professional	
  Performance	
  Program	
  
A	
  posiCve	
  correlaCon	
  between	
  
engagement	
  in	
  the	
  Ford	
  p2p	
  Cup	
  and	
  key	
  
performance	
  measures	
  including	
  sales	
  
and	
  customer	
  saCsfacCon	
  
15%	
  more	
  unique	
  visitors	
  and	
  a	
  
30%	
  increase	
  in	
  unique	
  visits	
  
vs.	
  the	
  same	
  period	
  the	
  
previous	
  year	
  
A	
  417%	
  increase	
  in	
  site	
  
usage	
  vs.	
  the	
  same	
  period	
  
the	
  previous	
  year	
  
Polling	
  QuesCon	
  
•  What	
  percent	
  of	
  current	
  gamified	
  applicaCons	
  
will	
  fail	
  by	
  2014?	
  
•  5%	
  
•  20%	
  
•  40%	
  
•  60%	
  
•  80%	
  
Gamification and Big Data
1.  Tracking	
  behaviors,	
  acCons	
  and	
  acCviCes	
  
2.  Mining	
  the	
  data	
  for	
  meaning	
  from	
  behaviors,	
  
acCons	
  and	
  acCviCes	
  
3.  Modifying	
  acCons	
  and	
  reacCons	
  of	
  programs	
  
based	
  on	
  data	
  
4.  ReporCng	
  results	
  
Q&A
Available	
  from	
  Amazon	
  
Twi1er:@kkapp	
  
kkapp@bloomu.edu	
  
Google	
  	
  
“Kapp	
  Notes”	
  
Pivotal Confidential – Internal Use Only
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analysis of Your Return on Investment (ROI)
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Big Data Thought Leadership
Webinar Series
Live	
  Webinar	
  RegistraCon	
  and	
  Recorded	
  Webinars	
  
available	
  at	
  	
  
www.cetas.net/webinars	
  
Web:	
  www.cetas.net	
  or	
  www.gopivotal.com	
  
TwiGer:	
  @CetasAnalyCcs	
  is	
  now	
  @pivotalanalyCx	
  
Blog:	
  www.cetas.net/blog	
  
YouTube:	
  www.youtube.com/CetasAnalyCcs	
  
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O

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Gamification: Leveraging Game Strategies & Big Data to Drive Business with Dr. Karl Kapp

  • 1. A NEW PLATFORM FOR A NEW ERA O
  • 2. Pivotal Confidential – Internal Use Only Introductions David Morris, Host Big Data Analytics Marketing – Cetas, By VMware dmorris@gopivotal.com @jdavidmorris @pivotalanalyticx Please submit your questions at anytime throughout the webinar via the chat tool. Today’s Thought Leadership Webinar: Gamification: Leveraging Game Strategies & Big Data to Drive Business
  • 3. Pivotal Confidential – Internal Use Only EMC VMware Pivotal •  Greenplum •  Gemfire •  Cetas - Now Pivotal Analytics •  Pivotal Labs April 24th General Electric (GE) Is Now
  • 4. Pivotal Confidential – Internal Use Only Dr. Karl M. Kapp Available  from   Amazon   Twi1er:@kkapp   kkapp@bloomu.edu   Google     “Kapp  Notes”  
  • 5. GamificaCon   Dr.  Karl  M.  Kapp   Professor,  Bloomsburg  University   Author:  The  GamificaCon  of  Learning  and  InstrucCon    
  • 6. Agenda •  GamificaCon  and  its  CompeCCve  Advantage   •  Value  of  gamificaCon   •  Best  pracCces  for  iniCaCng  a  gamificaCon   program  to  drive  loyalty  and  retenCon  
  • 7. Adding game elements to traditional learning. Structural: §  Points §  Badges §  Leaderboard Content: §  Characters §  Challenge §  Feedback Gamification is using game-based mechanics, aesthetics and game- thinking to engage people, motivate action promote learning, solve problems and engage. What is Gamification?
  • 8. •  Gamification is to Learning Game as: –  Part is to Whole –  Piece is to Puzzle –  Slice is to Pie –  Steering Wheel is to Car •  Gamification uses parts of games but is not a game in-and-of itself. What is Gamification?
  • 9. Polling  QuesCon   •  By  2015,  what  percent  of  Global  1000  organizaCons   are  predicted  to  use  GamificaCon,  as  a  primary   mechanism  for  transforming  business  operaCons?       •  5%   •  20%   •  40%   •  60%   •  80%  
  • 10. Gamifica'on  is  not  only  about  points,  badges,   progress  bars  and  rewards…  
  • 11. …  but  that’s  not  all  or  this  would  be  the  most  engaging   game  in  the  world.  
  • 12.
  • 13. 20%  increase  in  profile  comple'on.  
  • 14. …  the  possibili'es  of  “gamifica'on”  are  far  larger  than   points,  badges  and  rewards.  
  • 15. Challenge Jones,  B.,  Valdez,  G.,  Norakowski,  J.,  &  Rasmussen,  C.  (1994).  Designing  learning  and  technology  for  educaConal  reform.  North  Central  Regional     EducaConal  Laboratory.  [Online].  Available:  h1p://www.ncrtec.org/capacity/profile/profwww.htm  and  Schlechty,  P.  C.  (1997).  InvenCng  be1er   schools:  An  acCon  plan  for  educaConal  reform.  San  Francisco,  CA:  Jossey-­‐Bass.  Chapter  2  “The  GamificaCon  of  Learning  and  InstrucCon.”  
  • 18. •  Self-­‐DeterminaCon  Theory   – Autonomy   – Competence   – Relatedness   Self-Determination Theory
  • 19. Autonomy or Producers– Players are producers, not just consumers, they are “writers” not just “readers.” Even at its simplest level, players co-design games by the action they take and decision they make. James Paul Gee, University of Wisconsin-Madison
  • 20. Competence or Pleasantly Frustrating– Good games stay within, but at the outer edge, of the players “regime of competence” (diSessa, 2000) Challenges in a game are challenging but feel “doable.” This is motivational. James Paul Gee, University of Wisconsin-Madison diSessa, A. A. Changing Minds: Computers, Learning and Literatcy. Cambridge, Mass.: MIT Press, 2000.
  • 21. Performance before Competence– Good video games operate by a principle just the reverse of Most training modules: performance before competence (Cazden, 1981). Players can perform before they are competent, supported by the design of the game. It is learning by doing. James Paul Gee, University of Wisconsin-Madison
  • 22. Relatedness– This is experienced when a person feels connected to others. It can either be in real-time or related to players who have played before through such items as a leaderboard or artifacts left by other players.
  • 24.
  • 25. •  Gamification in the Enterprise: – Health and Wellness – Learning and Development – Business Operations Gamification in the Enterprise
  • 26. •  “Daily  Challenge”   – New challenge each day in email – Earn points – Progress through levels •  Running and Exercise – Nike+ Health and Wellness
  • 27.
  • 28.
  • 29.
  • 30.
  • 31. 80%  of  Blue  Shield   employees  have   parCcipated  in  at  least  one   wellness  programs.   50%  drop  in  smoking   prevalence  and  a  similar   increase  in  regular  physical   acCvity  among  employees.     The  incidence  of   hypertension  has  fallen  by   two-­‐thirds,  and  disability   claims  are  down  .  
  • 33.
  • 34. •  Mobile Cricket University (Mobile CU) –  Points •  Earned for completing certain formal learning assignments •  “acceleration points” for completing assignments within a defined time period –  Leader boards •  Master •  Group •  Challenge –  Digital badges and trophies are awarded •  Knowledge Guru –  Character –  Challenge –  Feedback Learning and Development
  • 35.
  • 36.
  • 37.
  • 38. 39.39%  indicated  “I  wanted   to  see  what  I  remember   from  the  training.”   81.82%  agreed  with   statement  “I  learned  more   about  4G  LTE  by  playing  the   game”     42.2%  indicated  “I  want  my   store  and  market  to  win.”  
  • 39.
  • 40.
  • 41. 39.39%  indicated  “I  wanted   to  see  what  I  remember   from  the  training.”   81.82%  agreed  with   statement  “I  learned  more   about  4G  LTE  by  playing  the   game”     42.2%  indicated  “I  want  my   store  and  market  to  win.”  
  • 42. Average  contract  value  2x   higher  than  for  previous   mobile  product.   Of  all  the  launches  done  in  the   previous  two  years  to   MobileConnect,  the  sales  team   has  built  the  quickest  pipeline   for  this  product.”     First  call  resoluCon  ($35  a   call/average)  is  up  45%.  
  • 43. •  “Lawley Insurance” –  Looking for a strategy to convince the sales team of the value of salesforce.com. –  Goal: •  Update the stage opportunities. •  Change close dates on leads when appropriate. •  Properly log prospect calls and meetings. •  Ford Canada –  Professional Performance Program (p2p) –  Goals: Drive site traffic, increase utilization of content, decrease time to certification, encourage learning –  Gamification Mechanics: Fast Feedback, Transparency, Goals, Badges, Leveling Up, Competition, Collaboration, Community, Points –  Big Data: User activity, content consumption, employee performance, customer satisfaction, course completion Business Operations
  • 44.
  • 45.
  • 46. In  2  week  Cme  frame,  sales  team   created  the  equivalent  of  257%  of   the  average  weekly  acCviCes  created   in  the  prior  7.5  months.     Stage  updates  increased   110%.     Closing  dates  updated  307   Cmes  in  2  weeks.  
  • 48.
  • 49. A  posiCve  correlaCon  between   engagement  in  the  Ford  p2p  Cup  and  key   performance  measures  including  sales   and  customer  saCsfacCon   15%  more  unique  visitors  and  a   30%  increase  in  unique  visits   vs.  the  same  period  the   previous  year   A  417%  increase  in  site   usage  vs.  the  same  period   the  previous  year  
  • 50. Polling  QuesCon   •  What  percent  of  current  gamified  applicaCons   will  fail  by  2014?   •  5%   •  20%   •  40%   •  60%   •  80%  
  • 51. Gamification and Big Data 1.  Tracking  behaviors,  acCons  and  acCviCes   2.  Mining  the  data  for  meaning  from  behaviors,   acCons  and  acCviCes   3.  Modifying  acCons  and  reacCons  of  programs   based  on  data   4.  ReporCng  results  
  • 52. Q&A Available  from  Amazon   Twi1er:@kkapp   kkapp@bloomu.edu   Google     “Kapp  Notes”  
  • 53. Pivotal Confidential – Internal Use Only June’s Big Data Thought Leader Balu Rajagopal Delivering the Big Answers from Big Data – An analysis of Your Return on Investment (ROI) Signup at www.cetas.net/webinars
  • 54. Pivotal Confidential – Internal Use Only Pivotal Analytics Free Trial Monetize Your Big Data Today! Sign-up today for FREE Analytics @ www.cetas.net !
  • 55. Pivotal Confidential – Internal Use Only Big Data Thought Leadership Webinar Series Live  Webinar  RegistraCon  and  Recorded  Webinars   available  at     www.cetas.net/webinars   Web:  www.cetas.net  or  www.gopivotal.com   TwiGer:  @CetasAnalyCcs  is  now  @pivotalanalyCx   Blog:  www.cetas.net/blog   YouTube:  www.youtube.com/CetasAnalyCcs  
  • 56. A NEW PLATFORM FOR A NEW ERA O