6. What do we mean by « gamification » ?
About gamification
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7. About gamification
Gamification : using game mechanics in
order to engage customers
The use of game design elements in non-game contexts, to drive game
like engagement in order to promote desired behaviors.
8. About gamification
Social Gamification
The use of design elements from social games in non-game
contexts, to drive game like engagement in order to promote
desired behaviors.
Video games
Social Games
Gamification
Social
Gamification
9. “... game design elements ...”
or
“Game mechanics”
“Game dynamics”
“Frameworks”
“Gameplay mechanics”
“Game thinking”
“Game attributes”
Not just badges!
(and also, game mechanics/dynamics, game design principles, gaming psychology, player journey,
game play scripts and storytelling, and/or any other aspects of games)
There are different levels and perspectives of “Game Design
Elements”
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10. “... non-game contexts ...”
Several domains: health, work, training, environment, government, everyday life,
etc,
and also ...
Education
E-learning
Social Learning Environments
11. “... game like engagement ...”
Intrinsic motivation
(autonomy, mastery and purpose)
Extrinsic motivation
(rewards, punishment)
Flow
(“In a state of flow, an activity is performed for enjoyment and pleasure rather than
be driven by any extrinsic motivator”)
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12. “... desired behaviors ...”
To “engage people, motivate action, promote learning, and solve problems” (*)
Applied to:
Students
Increasead engagement in school’s activities and higher motivation to achieve
better learning outcomes.
Teachers
Reward and appraise students; setup engaging activities; provide flow.
Parents
Recognize and reward their children’s work; motivation for a deeper
envolvement in school’s activities.
“game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning,
and solve problems”
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32. Gamification Prediction
Gamification is a business strategy which applies game design
techniques to non-game experiences to drive user behavior.
According to a recent Gartner Research Report it is estimated that
by 2015, more than 50 percent of organizations that manage
innovation processes will gamify those processes. By 2014, Gartner
predicts that over 70 percent of Global 2000 organizations will have
at least one "gamified" application, and that "gamification is
positioned to become a significant trend in the next five years." M2
Research reports that gamification will be a $2.8B industry by 2016.
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33. Industry use Gamification
Gamification refers to the use of game mechanics and rewards in a
non-game setting to increase user engagement and drive desired
user behaviors.
Gamification in business is used to increase such things as
stickiness, sharing, content creation, and purchases.
So what are some of the industries that are already using gamification?
Here are just a few:
•Retail and e-commerce
•Politics
•Healthcare
•Nonprofit
•Human Resource
34. Industry use Gamification
Gamification in Human resources
Human resources officials in several organizations have begun to use
gamification to recruit and motivate employees. For example, in an
effort to motivate senior executives to complete its leadership
development program, Deloitte has gamified its Deloitte Leadership
Academy, a program that delivers lessons from world-renowned
business schools (such as Harvard and Stanford).
As participants complete programs, contribute, and share knowledge,
they earn badges and other rewards — which are portable to sites
like LinkedIn and Twitter.
56. Industry use Gamification
“The size of the gamification market, currently estimated at around $100mm,
will grow to more than $2.8b by 2016.” — M2Research
“Top gamification vendors are projecting 197% growth in 2012, up from 155%
in 2011.” — M2Research
By 2014…more than 70% of Global 2000 organizations will have at least one
gamified application, driving 50% of all innovation ” — Gartner