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GAMIFICATION
IN A BOX
@BITS&PRETZELS
Jasmin Deniz Karatas
SEPT 24TH + 25TH 2017
IT ALL STARTED
AROUND
2012
WITH ONE
REVOLUTIONAIRY
GAME...
DO YOU KNOW
WHICH ONE?
Copyright © 2017 Accenture. All rights reserved. 3
Copyright © 2017 Accenture. All rights reserved. 4
WE THINK
GAMIFICATION
IS...
BUT
WHAT IS
GAMIFICATION?
LONG STORY SHORT
10
GAMIFICATION
Gamification distills the essence that
makes games so compelling, and applies
it to non-game contexts to achieve
practical outcomes.
Copyright © 2017 Accenture. All rights reserved.
GAMES COMPELLING
ESSENCE
NON-GAME
CONTEXT
PRACTICAL
OUTCOME
MOTIVATION
& BEHAVIOR
AND
DESIGN IT
BUT
CAREFULLY
DESIGN IT...
BUT
WHAT IS
GAMIFICATION?
DO YOU
REMEMBER THAT
FEELING?
16
Games trigger emotions
so well...
...the hormonal outcome is
so big, that it has the
power...
...to change our behavior
and thinking.
This is the motivational
boost.
HORMONAL
EXPERIENCE
Copyright © 2017 Accenture. All rights reserved.
AND WHERE
IS THE
DIGITAL IN
IT?
PRODUCT
GAMIFICATION
WORK [PLACE]
GAMIFICATION
MARKETING
GAMIFICATION
LIFE [STYLE]
GAMIFICATION
Loyalty through
communication
Development through
motivation
Innovation through
collaboration
Usage through
enjoyment
Making products more
engaging and fun
e.g. ebay (bet & win)
Inspire and motivate
employees towards work
e.g. 20% rule of Google
Unique experience
designed for a product
e.g. apple
Customizable and
measurable experience
e.g. Nike+
IN BUSINESS CONTEXT
GAMIFICATION
Copyright © 2017 Accenture. All rights reserved. 20
Serious Game Gamification (digital)
Simulation Gamification (real world)
• Change behavior with physical
connections
FocusTrain/LearnContent/Values
Engage/Behavior ChangeTrain/Learn
Primary Objective
• Learning through decision making
• Like “Hackerland”
• Learning through virtual reality
• Dynamic parameters ever changing
• Increasing engagement and change
• Applying game mechanics
GAMIFICATION SPECTRUM
Salary
Teamwork
Purpose and
Feedback
Growth and
Advancement
THE DESIRE TO DEVELOP.S
Copyright © 2017 Accenture. All rights reserved. 21
THE MASLOW‘S
PYRAMID
Self-actualization
Esteem
Love/ Belonging
Safety
Physiological
HMMM...
AND HOW TO
DESIGN IT?
Stakeholder =
Player
Activities =
Gameplay
Environment =
Playing Field
WISHES
NEEDS
ANALOGIES EMOTIONS
Copyright © 2017 Accenture. All rights reserved. 23
Copyright © 2017 Accenture. All rights reserved. 24
Stakeholder =
Player
Activities =
Gameplay
Environment =
Playing Field
ENCOURAGE
ENABLE
STRUCTURE
RECURRENT
Copyright © 2017 Accenture. All rights reserved. 25
Stakeholder =
Player
Activities =
Gameplay
Environment =
Playing Field
APPLICATION (DIGITAL / ANALOG)
STRUCTURE /
RULES
REQUIREMENTS
FRAMEWORK
NOW IT IS TIME TO
PLAY!
Copyright © 2017 Accenture. All rights reserved. 27
WE WILL CREATE
OUR MISSION
TOGETHER.
OUR MISSION
29
We can impact the digital world. Others already did it, we
just need start doing it.
You understand what is necessary to reach this goal, so
let’s play.
YOUR TASK
30
Create a digital gamification concept for a ”Last Mile Delivery”
company, which needs your help to create new business, or help
them to strengthen their core.
You need to come up with an innovative process, idea or
strategy
30 min
Each group gets 3 minutes to present their ideas and to explain
how they propose to deliver it.
Background:
Your Task:
Time:
Presentation:
Copyright © 2017 Accenture. All rights reserved. 31
New digital technologies & evolving
customer expectationsGAMIFICATION
Contribution towards
the idea & users
Get inspired by new
Technologies
DESIGN
THINKING
GAMIFICATION
+
Create empathy for
customers
Personalized Experience
Expectations
New triggers that identify important
events or Moments of Truth
Social
Collaboration
Know trends and Marketing
aspects
Get new insights
and visions
Copyright © 2017 Accenture. All rights reserved. 32
A Card Game with Design Thinking and
GamificationIDEA WORK
Draw Cards
Share them with
the Team
Start Ideation Create an
Experience and
Concepts
Show Ideas and
share them in a
funny way
33
Copyright © 2017 Accenture. All rights reserved. 34
VISION / GOAL
The vision cards guideline what the target of the ideation
round will be, e.g. "Be e-commerce sales hero" or "Be a
living organization". The headline is described on the
cards, to give the players an understanding of the target,
so they know towards they will create towards.
For one session you need to choose/ draw ONE
Vision / Goal Card.
Copyright © 2017 Accenture. All rights reserved. 35
TECHNOLOGY / ENABLEMENT
These cards are showing the newest technologies or
trends on the market. For example 3D printing,
wearables, touchless devices (mind control).
The players need to solve the mission and task by using
this technology.
For one session you need to choose/ draw ONE
Technology / Enablement Card.
Copyright © 2017 Accenture. All rights reserved. 36
PLAYERTYPE / MINDSET
On these cards the player or mindest is described, which
stand for a high-level personas. This card is very
important, as this reflects the one you need to develop
the solution for. So better look carefully at this card 
For one session you need to choose/ draw ONE
Playertype / Mindset Card.
Copyright © 2017 Accenture. All rights reserved. 37
GAMIFICATION / EMOTION
This cards show various gamifcation aspects. They give
an overview of the emotions which gamification evokes
and a little insight of the methods/ mechanics, which
could be used to trigger this emotions. The Emotions
needs to be considered in the solution / idea.
For one session you need to choose/ draw THREE
Gamification / Emotion Card.
Copyright © 2017 Accenture. All rights reserved. 38
HOW TO PRESENT
These cards bring the fun in the ideation. Every group
can decide if they want to take a card and then need to
present like described on the card (and get points for it or
get no points and present their way). At the end, the team
will have 30 seconds to explain their idea to the
audience.
You give people the option to draw one secret card -
you can incentivise this by giving them 2 points, if
you vote your ideas later on.
AND NOW
WHAT YOU THINK
ABOUT
IT
GAMIFICATION
@
Write me: @jasmin.deniz.karatas@acceture.com

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Bits & Pretzels: Gamification in a box

  • 1. GAMIFICATION IN A BOX @BITS&PRETZELS Jasmin Deniz Karatas SEPT 24TH + 25TH 2017
  • 2. IT ALL STARTED AROUND 2012 WITH ONE REVOLUTIONAIRY GAME... DO YOU KNOW WHICH ONE?
  • 3. Copyright © 2017 Accenture. All rights reserved. 3
  • 4. Copyright © 2017 Accenture. All rights reserved. 4
  • 6.
  • 7.
  • 8.
  • 10. LONG STORY SHORT 10 GAMIFICATION Gamification distills the essence that makes games so compelling, and applies it to non-game contexts to achieve practical outcomes. Copyright © 2017 Accenture. All rights reserved. GAMES COMPELLING ESSENCE NON-GAME CONTEXT PRACTICAL OUTCOME
  • 16. 16 Games trigger emotions so well... ...the hormonal outcome is so big, that it has the power... ...to change our behavior and thinking. This is the motivational boost. HORMONAL EXPERIENCE Copyright © 2017 Accenture. All rights reserved.
  • 18.
  • 19. PRODUCT GAMIFICATION WORK [PLACE] GAMIFICATION MARKETING GAMIFICATION LIFE [STYLE] GAMIFICATION Loyalty through communication Development through motivation Innovation through collaboration Usage through enjoyment Making products more engaging and fun e.g. ebay (bet & win) Inspire and motivate employees towards work e.g. 20% rule of Google Unique experience designed for a product e.g. apple Customizable and measurable experience e.g. Nike+ IN BUSINESS CONTEXT GAMIFICATION
  • 20. Copyright © 2017 Accenture. All rights reserved. 20 Serious Game Gamification (digital) Simulation Gamification (real world) • Change behavior with physical connections FocusTrain/LearnContent/Values Engage/Behavior ChangeTrain/Learn Primary Objective • Learning through decision making • Like “Hackerland” • Learning through virtual reality • Dynamic parameters ever changing • Increasing engagement and change • Applying game mechanics GAMIFICATION SPECTRUM
  • 21. Salary Teamwork Purpose and Feedback Growth and Advancement THE DESIRE TO DEVELOP.S Copyright © 2017 Accenture. All rights reserved. 21 THE MASLOW‘S PYRAMID Self-actualization Esteem Love/ Belonging Safety Physiological
  • 23. Stakeholder = Player Activities = Gameplay Environment = Playing Field WISHES NEEDS ANALOGIES EMOTIONS Copyright © 2017 Accenture. All rights reserved. 23
  • 24. Copyright © 2017 Accenture. All rights reserved. 24 Stakeholder = Player Activities = Gameplay Environment = Playing Field ENCOURAGE ENABLE STRUCTURE RECURRENT
  • 25. Copyright © 2017 Accenture. All rights reserved. 25 Stakeholder = Player Activities = Gameplay Environment = Playing Field APPLICATION (DIGITAL / ANALOG) STRUCTURE / RULES REQUIREMENTS FRAMEWORK
  • 26. NOW IT IS TIME TO PLAY!
  • 27. Copyright © 2017 Accenture. All rights reserved. 27
  • 28. WE WILL CREATE OUR MISSION TOGETHER.
  • 29. OUR MISSION 29 We can impact the digital world. Others already did it, we just need start doing it. You understand what is necessary to reach this goal, so let’s play.
  • 30. YOUR TASK 30 Create a digital gamification concept for a ”Last Mile Delivery” company, which needs your help to create new business, or help them to strengthen their core. You need to come up with an innovative process, idea or strategy 30 min Each group gets 3 minutes to present their ideas and to explain how they propose to deliver it. Background: Your Task: Time: Presentation:
  • 31. Copyright © 2017 Accenture. All rights reserved. 31 New digital technologies & evolving customer expectationsGAMIFICATION Contribution towards the idea & users Get inspired by new Technologies DESIGN THINKING GAMIFICATION + Create empathy for customers Personalized Experience Expectations New triggers that identify important events or Moments of Truth Social Collaboration Know trends and Marketing aspects Get new insights and visions
  • 32. Copyright © 2017 Accenture. All rights reserved. 32 A Card Game with Design Thinking and GamificationIDEA WORK Draw Cards Share them with the Team Start Ideation Create an Experience and Concepts Show Ideas and share them in a funny way
  • 33. 33
  • 34. Copyright © 2017 Accenture. All rights reserved. 34 VISION / GOAL The vision cards guideline what the target of the ideation round will be, e.g. "Be e-commerce sales hero" or "Be a living organization". The headline is described on the cards, to give the players an understanding of the target, so they know towards they will create towards. For one session you need to choose/ draw ONE Vision / Goal Card.
  • 35. Copyright © 2017 Accenture. All rights reserved. 35 TECHNOLOGY / ENABLEMENT These cards are showing the newest technologies or trends on the market. For example 3D printing, wearables, touchless devices (mind control). The players need to solve the mission and task by using this technology. For one session you need to choose/ draw ONE Technology / Enablement Card.
  • 36. Copyright © 2017 Accenture. All rights reserved. 36 PLAYERTYPE / MINDSET On these cards the player or mindest is described, which stand for a high-level personas. This card is very important, as this reflects the one you need to develop the solution for. So better look carefully at this card  For one session you need to choose/ draw ONE Playertype / Mindset Card.
  • 37. Copyright © 2017 Accenture. All rights reserved. 37 GAMIFICATION / EMOTION This cards show various gamifcation aspects. They give an overview of the emotions which gamification evokes and a little insight of the methods/ mechanics, which could be used to trigger this emotions. The Emotions needs to be considered in the solution / idea. For one session you need to choose/ draw THREE Gamification / Emotion Card.
  • 38. Copyright © 2017 Accenture. All rights reserved. 38 HOW TO PRESENT These cards bring the fun in the ideation. Every group can decide if they want to take a card and then need to present like described on the card (and get points for it or get no points and present their way). At the end, the team will have 30 seconds to explain their idea to the audience. You give people the option to draw one secret card - you can incentivise this by giving them 2 points, if you vote your ideas later on.
  • 39. AND NOW WHAT YOU THINK ABOUT IT

Hinweis der Redaktion

  1. I am now with Accenture Interactive for more than two years. Accenture Interactive world’s biggest and fastest growing digital agency (according to latest Ad Age Agency Report). new breed of agency – part creative agency part business consultancy part technology powerhouse Our connected offerings, which span Design Marketing content Commercehelp brands transform their customer experiences.
  2. Ohhh Gamification is not a game – because than it would be a game  Yes it is in its name GAMEification and yes it is interlinked. However Gamification is a BUZZWORD
  3. And with related to Games a lot of people thinks using or implementing Gamification in Business is just a waste of time
  4. Or by using it people have a loss of reality.
  5. Als Kind war man freier - als erwachsener Sucht man nach dem Gefühl gerade zu und was gab es dann – EPIC WINS
  6. Als Kind war man freier - als erwachsener Sucht man nach dem Gefühl gerade zu und was gab es dann – EPIC WINS
  7. Als Kind war man freier - als erwachsener Sucht man nach dem Gefühl gerade zu und was gab es dann – EPIC WINS
  8. Als Kind war man freier - als erwachsener Sucht man nach dem Gefühl gerade zu und was gab es dann – EPIC WINS