2. Today’s Agenda
• 12:00 - 12:20 Background 12:20 – 12:30
• Book Topic Discussion I
• Gamification Principles
• 12:30 – 12:45 Book Topic Discussion II
• Examples in a Healthcare Setting – Appropriateness for VHA
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3. Gamification
• The use of game-based mechanics, aesthetics, and
game thinking to engage people, motivate action,
promote learning and solve problems
• With positive outcomes and behavior changes
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4. Gamification
• For physical and mental skill development
• Surgeon hand-eye coordination
• Stroke rehabilitation example
http://www.youtube.com/watch?v=JQNiTAmIbbE
• For instruction and to elicit outcomes such as
problem-solving (e.g., leadership development)
• Firefighter training example
• To influence people to exhibit pro-social behavior
• Civility and Respect in the Workplace
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5. Clarifications
• Gamification is not for every type of training.
• “Is not about creating challenges - because we are numbed to the
challenges we currently have!”
• A sole designer can add:
• Scenarios or case studies with interactive - role-playing and
different levels.
• Course enhancement - continuous feedback or different entry
points into the instruction.
Source: http://cammybean.kineo.com/2012/05/karl-kapp-book-tour-gamification-of.html
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6. Simple Game Genres
• Declarative Knowledge and Labeling Games
• Matching, labeling, Q&A, drag & drop – to learn names, jargon,
facts, acronyms
• Concepts Games
• Classify, race, state rule/examples - to learn and apply concepts
and rules
• Board/Trivia Games (Jeopardy, Wheel of Fortune)
• Answer questions; make progress – to learn rules
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7. Simple Game Genres
• Role Plays
• Simulations/software – for learning procedures and principles
• Environment/Simulation (Social Simulators)
• Interact with environment as it changes – for learning problem-
solving and principles
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9. Five Engaging Elements
• Start with a challenge
• Include a story narrative – learning context
• Provide incentives for good work
• Include the element of chance – motivating
• Effective design of the technical user interface
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12. Use Progress Mechanics & Intrinsic Rewards
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Tasks perceived
as simple or
low-value
Long-term
engagement;
to exceed
one’s own
performance
13. Other Success Factors
• Targeted content and well-defined objectives
• Debriefing and feedback
• Increase motivation and close the loop between the experience
and objectives
• Unlimited access and technical support
• Do not need to include entertainment
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14. Gamification in Healthcare Settings
• Can be appropriate as providers work to improve
quality while containing costs
• Enhances motivation
• Drive down errors to save lives or improve outcomes.
• Makes discrete, repetitive tasks that must be completed in an
orderly and timely fashion more fun and rewarding.
• Can increase the level of transparency about everyone’s
productivity
• Mitigates performance fatigue from maintaining and striving
to improve quality/safety measures over long periods of time.
Source: http://blogs.perficient.com/healthcare/blog/2012/04/23/business-gamification-in-healthcare-
what-are-3-practical-uses/
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15. Case 1: Gamification in Healthcare
• “Cybersecure: Your Medical Practice”
• Developed by HHS Office 0 National Coordinator for Health Information
Technology
• “The Sims” style role play – with HIPAA privacy and security rules.
Source: http://www.gamification.co/2012/11/12/keeping-medical-data-secure-with-games-in-health/
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Rewards - exam rooms, medical
equipment, and points.
Glossary, tips, feedback
Scores determine competency
and identify knowledge gaps.
16. Case 2: Gamification in Healthcare
• Patient-side: Prevention
• Health Month
• Patient sets rules for own health behavior
• Earns badges given when goals met
• Nike+
• Tracks progress with each step and calories
• Sets a goal, provides rewards, allows you to share achievement
on social media
• Allows competition on NikeFuel Missions Leader Board
Source: http://blogs.perficient.com/healthcare/blog/2012/04/23/business-gamification-in-healthcare-
what-are-3-practical-uses/
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17. Case 3: Gamification in Healthcare
• Agile project management for implementing EMRs
• Red Critter Tracker uses gaming elements: badges, rewards,
leaderboards and real-time Twitter feeds
• A “what’s next” methodology.
• Badges can be unlocked by meeting project goals and
deadlines.
Source: http://blogs.perficient.com/healthcare/blog/2012/04/23/business-gamification-in-healthcare-
what-are-3-practical-uses/
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18. Case 4: Gamification in Healthcare
• Training staff on new documentation requirements
for ICD-10 billing codes
• Forbes recently named Badgeville “America’s Most Promising
Company.”
• http://badgeville.com/demo
• Uses levels, missions, and tracks
to meet/exceed required
performance metrics
• Social gaming analytics correct
behavior, gives feedback
• “Behavior Platform” drives standards.
Source: http://blogs.perficient.com/healthcare/blog/
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19. To Learn More
• Karl Kapp’s blog
• Download Articles and Worksheet from www.pfeiffer.com/go/Kapp
• Password: Professional
• 300 ready-to-use training games and activities from Thiagi.com
• YouTube - Smart Gamification: Seven Core Concepts for
Creating Compelling Experiences | Amy Jo Kim
• Pinterest has printable board game and dice templates, editable
spinners, and ideas for playing pieces.
• http://www.nasaga.org/
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Hinweis der Redaktion
4 key types of social engagement. One of the biggest drivers is social expression. Games elements can forcooperation, competition or self-expression. A combination is best. Achievers are driven by in-game goals, usually some form of points gathering – whether experience points, levels, or money.Explorers are driven to find out as much as they can about the virtual construct – including mapping its geography and understanding the game mechanics.Socializers use the virtual construct to converse and role-play with their fellow gamers.Killers use the virtual construct to cause distress on other players, and gain satisfaction from inflicting anxiety and pain on others.
Too much challenge creates anxiety and not enough challenge is boring. Provide testing to demonstrate mastery before the game becomes more challenging. Game lifecycle – levels of play for onboarding (novice), reinforcement (expert) and mastery, which is the player’s journey. Intrinsic motivators. Fresh content keeps people coming back. Play patterns include competition, chance, simulation, and even disorder (which theorists say is a repressed desire). The level of structure in a game, by way of standards, rules and procedures) in another important consideration.
Mechanics (levels, points, leader boards) show player where he has been, but also need to show where the game is going. Mechanics also include functions like capture/eliminate, role play, movement, catching up; and tangibles such as cards, dice/spinners. Dynamics (reinforcement schedules over time with variability for more engagement. Examples are pacing, progressive unlocks, rewards schedules, etc.)Aesthetics (emotions drive engagement through graphics, color, sound). Include PERMA (from Positive Psychology founded by Martin Seligman): positive emotions (trust, security, discovery, fun), engagement (flow), relationships, meaning, and accomplishment. Example: Farmville (visual satisfaction), FourSquare (recommendations by friends), Amazon (informing, building trust).