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Goal? Evaluate the effectiveness of gamification and explore potential applications in business & market research How? ,[object Object]
Expert interviews
Experiment
Case studies from market leadersNote: This deck only covers gamification in business. It does not touch on serious games, entertainment, education, politics, etc. Background
Jesse Schell Chief Executive Officer and Creative Director of Schell Games Sebastian Deterding Gamification guru and PhD researcher Michael Wu Principal Scientist of Analytics at Lithium Technologies  Danny Day CEO of QCF Design (IGF award-winning developers of Desktop Dungeons) Kevin Spier andDan Maier  of Bunchball gamification service Bo Nielsen Associate Director, TNS Jon Puleston Senior Director of GMI Interactive Francesco D’Orazio Research Director and Head of Social Media of Face Group Phil Groman Head of Innovations for Afroes Rolfe Swinton Director of Lumi Mobile Interviewees
What it’s not Examples What it is How Does  It Work? How Effective Is It? Conclusions Where Can It Go Wrong?
LEVEL 1 What it’s not
LEVEL 1: What it’s not Video games “Badgification” / “Pointsification”
LEVEL 2 What it is
LEVEL 2: What is it? Definition “ The integration of the mechanics that make games funand absorbing into non-game platforms and experiences in order to improve engagement and participation ~ The Authors ”
LEVEL 3 Examples
LEVEL 3: Examples Farmville
LEVEL 3: Examples Foursquare
LEVEL 3: Examples Klout
LEVEL 4:  How Does It Work?
LEVEL 4: How Does It Work? Hijacking the brain Experience systems Rapid, frequent feedback Rewards for effort Uncertainty Short- and long-term goals Other people
LEVEL 4: How Does It Work? Example mechanics Appointment dynamic Achievement Community collaboration
LEVEL 4: How Does It Work? Can anything be gamified? “ Do people not do something because they are not able to? - then increase ease of use.  Do people not do it because they have no free time? - then work on that.  Only if motivation is the issue cangamification be a [legitimate] way [of influencing behaviour] ~ Sebastian Deterding, researcher ”
BOSS BATTLE! Where Can It Go Wrong?
“ If your idea is to create a bribery system to get [users] to try something, it can backfire. When the bribes go away, people are less inclined naturally to do the thing you want, even if it's fun ~ Jesse Schell, CEO Schell Games “ ” “ In my experience game mechanics have massive potential in the research industry but low-grade gamification is only going to distort social interaction and skew research outputs. ~ Francesco "D’Orazio,  Research Director for Face Group ”
Rewards are not equivalent to achievement Limited participation bandwidth Unintended consequences /  Gaming the system Undermining intrinsic values and… …interfering with social norms
Congratulations! You defeated the Pitfall Boss
BONUS LEVEL:  How Effective Is It? Marketing amplification Community curation Market research
Community curation BONUS LEVEL:  How Effective Is It?
User participation Community interaction Ave. no. user posts  Non-gamified (control) Non-gamified (control) n=37 n=25 n=30 Gamified (experiment) Gamified (experiment) n=68 n=30 Evly experiment BONUS LEVEL: How effective is it? Source: Findlay & Alberts, 2011
Awards Nominations Number of employees 16 “ Questions  (2010) Answers (2010) The effect of gamification is  pretty astounding  and has even surprised us in what it’s able to do in the case of giffgaff” ~ Michael Wu (Principle Scientist of Analytics at Lithium Technologies) 100,000 10,000 Average response time 95% answered in… 3mins(24/7) 60mins (24/7) ” giffgaff BONUS LEVEL: How effective is it? Source: Lithium Technologies
Page views (in millions) Ave. no. monthly visits Ave. time spent on site (mins) Merchandise sales Pre-gamification Post-gamification Pre-gamification Post-gamification Pre-gamification Post-gamification Pre sales Post sales +47% Club Psych BONUS LEVEL: How effective is it? Source: Bunchball
Actions before logging out % posting to blog Pre-gamification Post-gamification Pre-gamification Post-gamification Purchases per active user DevHub BONUS LEVEL: How effective is it? Source: TechCrunch
Marketing amplification BONUS LEVEL:  How Effective Is It?
85% …of users played more  than once 50% …returned the following month 60% …increase in revenue via game from one month to next Playboy BONUS LEVEL: How effective is it? Source: Bunchball
Identified types of abuse Mentioned Childline n=20 n=20 Pre-game Pre-game Ave. awareness score (composite measure) Post-game Post-game Pre-game Post-game Champ Chase BONUS LEVEL: How effective is it? Source: Afroes
Market research BONUS LEVEL:  How Effective Is It?
Completion rate Ave. happiness (out of 10) UK (non-gamified) USA (gamified) UK (non-gamified) USA (gamified) Consumption diary BONUS LEVEL: How effective is it? Source: Lumi Mobile
Length watching Oscars +42% Non-players Players Non-players Players Enjoyment of Oscars +50% Disney & Oscars BONUS LEVEL: How effective is it? Source: Lumi Mobile
“ “ Noticed more details in the show than normally ” Really liked the chat, where people discussed the show ” “ “ Fun to be a part of this new kind of test ” It was like being a part of  a community ” “ Found it funny to rate the TV-show and see the results ” Benefits: ,[object Object]
Improved data qualityUnintended consequences: ,[object Object]
Returning & asking for more questions, and…
… to continue chattingEurovision BONUS LEVEL: How effective is it? Source: TNS
Framing Visualising Which of these do you have in your room? Which of these do you have in your room? Survey question Steak au pouivre Pesto Pasta fish and chips garlic chicken ‘Last meal’ game “Scotch broth soup as a starter served with garlic bread. Medium grilled gammon steak with a lightly fried egg on top with chips and side salad. A glass of red wine. A sticky toffee pudding, followed by cheese and biscuits.” Rapid and frequent feedback TV Fish MP3 player Books Radio Magazines Console Camera Skateboard Stereo DVDs CDs Hampster Clothes Piggy bank Rocket Question design BONUS LEVEL: How effective is it? Source: GMI Interactive
FINAL BOSS BATTLE
FINAL BOSS BATTLE: Market Research Considerations To make surveys more engaging:  ,[object Object]

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Gamification: The reality of what it is and what it isn't

  • 1.
  • 2.
  • 5. Case studies from market leadersNote: This deck only covers gamification in business. It does not touch on serious games, entertainment, education, politics, etc. Background
  • 6. Jesse Schell Chief Executive Officer and Creative Director of Schell Games Sebastian Deterding Gamification guru and PhD researcher Michael Wu Principal Scientist of Analytics at Lithium Technologies Danny Day CEO of QCF Design (IGF award-winning developers of Desktop Dungeons) Kevin Spier andDan Maier of Bunchball gamification service Bo Nielsen Associate Director, TNS Jon Puleston Senior Director of GMI Interactive Francesco D’Orazio Research Director and Head of Social Media of Face Group Phil Groman Head of Innovations for Afroes Rolfe Swinton Director of Lumi Mobile Interviewees
  • 7. What it’s not Examples What it is How Does It Work? How Effective Is It? Conclusions Where Can It Go Wrong?
  • 8. LEVEL 1 What it’s not
  • 9. LEVEL 1: What it’s not Video games “Badgification” / “Pointsification”
  • 10. LEVEL 2 What it is
  • 11. LEVEL 2: What is it? Definition “ The integration of the mechanics that make games funand absorbing into non-game platforms and experiences in order to improve engagement and participation ~ The Authors ”
  • 13. LEVEL 3: Examples Farmville
  • 14. LEVEL 3: Examples Foursquare
  • 15.
  • 17. LEVEL 4: How Does It Work?
  • 18. LEVEL 4: How Does It Work? Hijacking the brain Experience systems Rapid, frequent feedback Rewards for effort Uncertainty Short- and long-term goals Other people
  • 19. LEVEL 4: How Does It Work? Example mechanics Appointment dynamic Achievement Community collaboration
  • 20. LEVEL 4: How Does It Work? Can anything be gamified? “ Do people not do something because they are not able to? - then increase ease of use. Do people not do it because they have no free time? - then work on that. Only if motivation is the issue cangamification be a [legitimate] way [of influencing behaviour] ~ Sebastian Deterding, researcher ”
  • 21. BOSS BATTLE! Where Can It Go Wrong?
  • 22. “ If your idea is to create a bribery system to get [users] to try something, it can backfire. When the bribes go away, people are less inclined naturally to do the thing you want, even if it's fun ~ Jesse Schell, CEO Schell Games “ ” “ In my experience game mechanics have massive potential in the research industry but low-grade gamification is only going to distort social interaction and skew research outputs. ~ Francesco "D’Orazio, Research Director for Face Group ”
  • 23. Rewards are not equivalent to achievement Limited participation bandwidth Unintended consequences / Gaming the system Undermining intrinsic values and… …interfering with social norms
  • 24. Congratulations! You defeated the Pitfall Boss
  • 25. BONUS LEVEL: How Effective Is It? Marketing amplification Community curation Market research
  • 26. Community curation BONUS LEVEL: How Effective Is It?
  • 27. User participation Community interaction Ave. no. user posts Non-gamified (control) Non-gamified (control) n=37 n=25 n=30 Gamified (experiment) Gamified (experiment) n=68 n=30 Evly experiment BONUS LEVEL: How effective is it? Source: Findlay & Alberts, 2011
  • 28. Awards Nominations Number of employees 16 “ Questions (2010) Answers (2010) The effect of gamification is pretty astounding and has even surprised us in what it’s able to do in the case of giffgaff” ~ Michael Wu (Principle Scientist of Analytics at Lithium Technologies) 100,000 10,000 Average response time 95% answered in… 3mins(24/7) 60mins (24/7) ” giffgaff BONUS LEVEL: How effective is it? Source: Lithium Technologies
  • 29. Page views (in millions) Ave. no. monthly visits Ave. time spent on site (mins) Merchandise sales Pre-gamification Post-gamification Pre-gamification Post-gamification Pre-gamification Post-gamification Pre sales Post sales +47% Club Psych BONUS LEVEL: How effective is it? Source: Bunchball
  • 30. Actions before logging out % posting to blog Pre-gamification Post-gamification Pre-gamification Post-gamification Purchases per active user DevHub BONUS LEVEL: How effective is it? Source: TechCrunch
  • 31. Marketing amplification BONUS LEVEL: How Effective Is It?
  • 32. 85% …of users played more than once 50% …returned the following month 60% …increase in revenue via game from one month to next Playboy BONUS LEVEL: How effective is it? Source: Bunchball
  • 33. Identified types of abuse Mentioned Childline n=20 n=20 Pre-game Pre-game Ave. awareness score (composite measure) Post-game Post-game Pre-game Post-game Champ Chase BONUS LEVEL: How effective is it? Source: Afroes
  • 34. Market research BONUS LEVEL: How Effective Is It?
  • 35. Completion rate Ave. happiness (out of 10) UK (non-gamified) USA (gamified) UK (non-gamified) USA (gamified) Consumption diary BONUS LEVEL: How effective is it? Source: Lumi Mobile
  • 36. Length watching Oscars +42% Non-players Players Non-players Players Enjoyment of Oscars +50% Disney & Oscars BONUS LEVEL: How effective is it? Source: Lumi Mobile
  • 37.
  • 38.
  • 39. Returning & asking for more questions, and…
  • 40. … to continue chattingEurovision BONUS LEVEL: How effective is it? Source: TNS
  • 41. Framing Visualising Which of these do you have in your room? Which of these do you have in your room? Survey question Steak au pouivre Pesto Pasta fish and chips garlic chicken ‘Last meal’ game “Scotch broth soup as a starter served with garlic bread. Medium grilled gammon steak with a lightly fried egg on top with chips and side salad. A glass of red wine. A sticky toffee pudding, followed by cheese and biscuits.” Rapid and frequent feedback TV Fish MP3 player Books Radio Magazines Console Camera Skateboard Stereo DVDs CDs Hampster Clothes Piggy bank Rocket Question design BONUS LEVEL: How effective is it? Source: GMI Interactive
  • 43.
  • 45. rapid & clear feedback
  • 47. build in status (MROCs)
  • 48. incorporate social elementsMarket research industry has been slowin making surveys more engaging
  • 49. FINAL BOSS BATTLE: Market Research Considerations Gamification can benefit our industry… “ “A double shift in focus and framing: (1) from usability(reducing friction) to motivation(increasing drive), (2) from extrinsic motivation (incentives) to intrinsic motivation (competence, autonomy, relatedness needs). At best, it is a set of lenses and design patterns to improve intrinsic motivation.” ~ Sebastian Deterding , researcher …if we can step outside our comfort zones “ “In order to truly turn something into a game, it often needs to change so much in order to facilitate player agency that few people are willing to begin the process” ~ Danny Day, QCF Design (developers of Desktop Dungeons) ” ”
  • 50. FINAL BOSS BATTLE: Conclusions
  • 51. FINAL BOSS BATTLE: Is it a fad? “ “ “In some ways it is a fad - adding points and badges in tacky ways, looking at ‘gamification’ as an easy way to make boring things seem interesting - that is a fad. However, the idea of designing business processes so that those who engage in them find them more intrinsically rewarding - that is a long term trend”. ~ Jesse Schell , CEO Schell Games “In three years, we will talk about what is at the core of it - design for motivation - not about the one strategy to get there: getting inspiration from games.” ~ Sebastian Deterding, researcher ” ”
  • 52. FINAL BOSS BATTLE: Conclusions Gamification seems to work… Gamification can benefit research… …but it’s no “magic elixir” …in subtleand fundamental ways… …if we keep an open mindset
  • 53. CONGRATS!!! You defeated the Final Boss