19. The HR Challenge:
What journey are we creating?
What experiences are we offering?
How do we want our staff to feel?
20. Game thinking in HR
In the future of work, you are
experience designers
You create possibility spaces
Experiences that facilitate learning,
performance, productivity &
innovation
marigo@strategicgameslab.com
21. Part 2: Enterprise Gamification
Research
Time to level up
marigo@strategicgameslab.com
22. Gamification in the enterprise
Literature review - Critique
- Design Methodology
Survey 304 global case studies - Taxonomy
In-depth survey 24 leading organisations – Enablers/Barriers
marigo@strategicgameslab.com
Doctoral researcher:
Marigo Raftopoulos
24. That which creates value, also destroys
value
https://www.academia.edu/9882613/Towards_Gamification_Transparency_A_conceptual_framework_for_the_development_of_responsible_gamified_systems
26. Success
“Careful mapping of target
audience, use of the right
game elements, use of the
right analytics.”
“Analysis of the players.”
“Designing non-manipulative
game mechanics”
marigo@strategicgameslab.comEnterprise Gamification Experience Survey Responses
27. Gamification Critical Success Factors
Astute project management (24%)
Design skills and design process (24%)
Profiling of target audience (12%)
Teamwork (IT, HR, Marketing, Finance) 12%
The right technology (10%)
marigo@strategicgameslab.comEnterprise Gamification Experience Survey Responses
28. “Barriers were primarily
with technology. I do not
believe vendor solutions
are mature enough yet.”
“Meaningless and arbitrary
use of game mechanics.”
“Sometimes I felt like I was
playing the wrong game.”
Failures
marigo@strategicgameslab.comEnterprise Gamification Experience Survey Responses
29. Gamification Failures
Wrong technology (38%)
Poor project management (26%)
Unsuitable game play and mechanics (16%)
Poor design (12%)
Inadequate measures (8%)
marigo@strategicgameslab.comEnterprise Gamification Experience Survey Responses
30. A closer look at technology limits
• Vendor capability
• Platform restrictions
• Data integrity issues
• Limited reporting capabilities
• Vendors do not know the target market
• On time delivery
• Scalability issues
• Adoption of the platform
marigo@strategicgameslab.comEnterprise Gamification Experience Survey Responses
31. what would you do
differently?
“I would have spent more time
at the beginning looking at
more game thinking elements
and fewer game mechanics. I
think I would have created a
more engaging program.”
marigo@strategicgameslab.comEnterprise Gamification Experience Survey Responses
32. What would you do it differently..
Strategic design process (26%)
Selective game play and mechanics (22%)
Appropriate technology and vendors (19%)
Project management & metrics (14%)
Prototyping options (11%)
marigo@strategicgameslab.comEnterprise Gamification Experience Survey Responses
33. Find your best practice - Design
• Strategic design
process
• Design skills literacy
• Target audience
profiling
• Selective gameplay
and mechanics
• Prototyping options
marigo@strategicgameslab.com
34. Find your best practice - Technology
• The right platform
• Vendor capability
• Systems integration
• Data integrity
• Collaborative design
process
• Ongoing maintenance
marigo@strategicgameslab.com
35. Find your best practice - Capability
• Astute project
management
• Not a game
• Cross-division
teamwork (IT, HR,
Finance, Marketing)
• Metrics and
measurement
marigo@strategicgameslab.com
This presentation was made at the Gamification in HR Summit, Vienna, on 27 April 2015. Many thanks to my hosts Fleming Europe for the invitation to present my work.
The presentation is made in two parts: The first is on the big picture of what makes a truly successful game, simulation or gamified application. The second part is on the findings of my independent research conducted as part of my PhD research on enterprise gamification. I have taken out the speaking notes in the presentation, so if you have any questions please contact me on marigo@strategicgameslab.com