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GAMIFICATION
IN A BOX
@DIGITAL AGE
SUMMIT ISTANBUL
Jasmin Deniz Karatas
MAY 3, 2017
LONG STORY SHORT
2
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...
Salary
Teamwork
Purpose and
Feedback
Growth and
Advancement
THE DESIRE TO DEVELOP.S
Copyright © 2017 Accenture. All rights reserved. 6
THE MASLOW‘S
PYRAMID
Self-actualization
Esteem
Love/ Belonging
Safety
Physiological
HMMM...
AND HOW TO
DESIGN IT?
WE NEED TO UNDERSTAND
Copyright © 2017 Accenture. All rights reserved. 8
The Business
The Behavior
The Human
NEEDED/ WANTED BEHAVIOR PROMOTE GOALS CORRELATION WITH SYSTEM
NEEDS/ WISHES MINDSET TRIGGERS
IDENTIFY OBJECTIVE STATE GOALS FRAME
Stakeholder =
Player
Activities =
Gameplay
Environment =
Playing Field
WISHES
NEEDS
ANALOGIES EMOTIONS
Copyright © 2017 Accenture. All rights reserved. 9
Copyright © 2017 Accenture. All rights reserved. 10
Stakeholder =
Player
Activities =
Gameplay
Environment =
Playing Field
ENCOURAGE
ENABLE
STRUCTURE
RECURRENT
Copyright © 2017 Accenture. All rights reserved. 11
Stakeholder =
Player
Activities =
Gameplay
Environment =
Playing Field
APPLICATION (DIGITAL / ANALOG)
STRUCTURE /
RULES
REQUIREMENTS
FRAMEWORK
AND WHAT
DOES THAT
MEAN?
Copyright © 2017 Accenture. All rights reserved. 13
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
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
NOW IT IS TIME TO
PLAY!
Copyright © 2017 Accenture. All rights reserved. 16
WE WILL CREATE
OUR MISSION
TOGETHER.
Copyright © 2017 Accenture. All rights reserved. 18
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. 19
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
2
Copyright © 2017 Accenture. All rights reserved. 21
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 a the players an
understanding of the target.
Copyright © 2017 Accenture. All rights reserved. 22
TECHNOLOGY / ENABLEMENT
This cards are showing the newest technologies or
trends on the market. For example 3D printing,
wearables, touchless devices (“mind-control”).
Copyright © 2017 Accenture. All rights reserved. 23
PLAYERTYPES / MINDSET
The player type cards are standing for personas or
player types, for whom the concept should be
developed for. As gamification is a player centric
approach, these cards are one of the most important in
the game.
Copyright © 2017 Accenture. All rights reserved. 24
PLAYERTYPES / MINDSET
The player type cards are standing for personas or
player types, for whom the concept should be
developed for. As gamification is a player centric
approach, these cards are one of the most important in
the game.
Copyright © 2017 Accenture. All rights reserved. 25
GAMIFICATION / EMOTIONS
This cards show various gamifcation aspects. They
give an overview of the emotions which gamification
evokes and a little insight of the methods, which could
be used to trigger this emotions.
Copyright © 2017 Accenture. All rights reserved. 26
HOW TO PRESENT
This cards bring the fun in the ideation. This is the card,
which will give you the task how the idea will be
presented.
OUR MISSION
2
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
2
Create a digital gamification concept for a company, that has more than
7000 employees in Germany, Austria and Switzerland and is a leader in
digital transformation. And it want to make their employess more
effective.
You have 20 minutes to create an idea or concept for digital gamification.
YOUR TASK
2
Create a digital gamification concept for a company, that has
more than 7000 employees in Germany, Austria and Switzerland
and is a leader in digital transformation.
You need to come up with a innovative process, idea or
strategy, which will help the employees with the time issue.
Save time, being more effective, etc.
20 min
Each group gets 3 minutes to present their ideas and to explain
how they propose to deliver it.
Background:
Your Task:
Time:
Presentation:
THE CARDS
3
AND NOW
WHAT YOU THINK
ABOUT
IT
GAMIFICATION
@

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GAMIFICATION IN A BOX | Workshop | Istanbul

  • 1. GAMIFICATION IN A BOX @DIGITAL AGE SUMMIT ISTANBUL Jasmin Deniz Karatas MAY 3, 2017
  • 2. LONG STORY SHORT 2 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
  • 6. Salary Teamwork Purpose and Feedback Growth and Advancement THE DESIRE TO DEVELOP.S Copyright © 2017 Accenture. All rights reserved. 6 THE MASLOW‘S PYRAMID Self-actualization Esteem Love/ Belonging Safety Physiological
  • 8. WE NEED TO UNDERSTAND Copyright © 2017 Accenture. All rights reserved. 8 The Business The Behavior The Human NEEDED/ WANTED BEHAVIOR PROMOTE GOALS CORRELATION WITH SYSTEM NEEDS/ WISHES MINDSET TRIGGERS IDENTIFY OBJECTIVE STATE GOALS FRAME
  • 9. Stakeholder = Player Activities = Gameplay Environment = Playing Field WISHES NEEDS ANALOGIES EMOTIONS Copyright © 2017 Accenture. All rights reserved. 9
  • 10. Copyright © 2017 Accenture. All rights reserved. 10 Stakeholder = Player Activities = Gameplay Environment = Playing Field ENCOURAGE ENABLE STRUCTURE RECURRENT
  • 11. Copyright © 2017 Accenture. All rights reserved. 11 Stakeholder = Player Activities = Gameplay Environment = Playing Field APPLICATION (DIGITAL / ANALOG) STRUCTURE / RULES REQUIREMENTS FRAMEWORK
  • 13. Copyright © 2017 Accenture. All rights reserved. 13 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
  • 14. 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
  • 15. NOW IT IS TIME TO PLAY!
  • 16. Copyright © 2017 Accenture. All rights reserved. 16
  • 17. WE WILL CREATE OUR MISSION TOGETHER.
  • 18. Copyright © 2017 Accenture. All rights reserved. 18 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
  • 19. Copyright © 2017 Accenture. All rights reserved. 19 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
  • 20. 2
  • 21. Copyright © 2017 Accenture. All rights reserved. 21 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 a the players an understanding of the target.
  • 22. Copyright © 2017 Accenture. All rights reserved. 22 TECHNOLOGY / ENABLEMENT This cards are showing the newest technologies or trends on the market. For example 3D printing, wearables, touchless devices (“mind-control”).
  • 23. Copyright © 2017 Accenture. All rights reserved. 23 PLAYERTYPES / MINDSET The player type cards are standing for personas or player types, for whom the concept should be developed for. As gamification is a player centric approach, these cards are one of the most important in the game.
  • 24. Copyright © 2017 Accenture. All rights reserved. 24 PLAYERTYPES / MINDSET The player type cards are standing for personas or player types, for whom the concept should be developed for. As gamification is a player centric approach, these cards are one of the most important in the game.
  • 25. Copyright © 2017 Accenture. All rights reserved. 25 GAMIFICATION / EMOTIONS This cards show various gamifcation aspects. They give an overview of the emotions which gamification evokes and a little insight of the methods, which could be used to trigger this emotions.
  • 26. Copyright © 2017 Accenture. All rights reserved. 26 HOW TO PRESENT This cards bring the fun in the ideation. This is the card, which will give you the task how the idea will be presented.
  • 27. OUR MISSION 2 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.
  • 28. YOUR TASK 2 Create a digital gamification concept for a company, that has more than 7000 employees in Germany, Austria and Switzerland and is a leader in digital transformation. And it want to make their employess more effective. You have 20 minutes to create an idea or concept for digital gamification.
  • 29. YOUR TASK 2 Create a digital gamification concept for a company, that has more than 7000 employees in Germany, Austria and Switzerland and is a leader in digital transformation. You need to come up with a innovative process, idea or strategy, which will help the employees with the time issue. Save time, being more effective, etc. 20 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. AND NOW WHAT YOU THINK ABOUT IT

Hinweis der Redaktion

  1. Als Kind war man freier - als erwachsener Sucht man nach dem Gefühl gerade zu und was gab es dann – EPIC WINS
  2. Als Kind war man freier - als erwachsener Sucht man nach dem Gefühl gerade zu und was gab es dann – EPIC WINS
  3. Als Kind war man freier - als erwachsener Sucht man nach dem Gefühl gerade zu und was gab es dann – EPIC WINS