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When enterprisegamificationworkshcii13
- 2. Copyright © 2013, Oracle and/or its affiliates. All rights reserved.Copyright © 2013, Oracle and/or its affiliates. All rights reserved.
- 3. Fun from games arises out of mastery.
It arises out of comprehension.
Copyright © 2013, Oracle and/or its affiliates. All rights reserved.
It arises out of comprehension.
It is the act of solving puzzles that makes
games fun.
Rafe Koster, A Theory of Fun for Game Design
- 6. Principle #1: Games involve SMART goals—they are
Specific, Measurable, Actionable, Realistic and Timed
short- and long-term
› Short-term: I am level 1 and want to get to level 2
› Long-term: Level 15!
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› Long-term: Level 15!
- 7. Principle #2: The available actions to achieve our goals
are made explicit – and prepackaged so that we can
directly execute them.
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- 8. Principle #3: The relation between the available actions
and choices and our goals are clear. It is uncertain
whether we succeed in performing the action but we
know what success looks like.
Copyright © 2013, Oracle and/or its affiliates. All rights reserved.
- 9. Principle #4: Our current status is absolutely clear.
Copyright © 2013, Oracle and/or its affiliates. All rights reserved.
- 10. Principle #5: Games give instant, unambiguous,
excessively strong positive (and negative) feedback.
Copyright © 2013, Oracle and/or its affiliates. All rights reserved.
- 11. Principle #6: The challenges we face, the goals we
strive for get a little more difficult with each step.
Copyright © 2013, Oracle and/or its affiliates. All rights reserved.
- 12. Principle #7: Games create social comparison to
facilitate both social learning and motivate competition.
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- 13. SMART goals
Actions and choices are easy to see
Clear relationship between actions/choices and goals
Games have…
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Current status is obvious
Lots of feedback
Increasing challenges for growing skills
Social comparison
Can’t go wrong! Right?
- 14. Games are about
› Emotion
› Intensity
› Duration
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› Duration
But Work is about
› Tasks
› Efficiency
› Speed
/
- 15. Only some of the time will game goals and
work goals line up so that everything is
pulling the same way
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tug-o-war.asn.au/
- 16. Define what business goals could be
enhanced by gamification.
Why do you want to gamify it?
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Why do you want to gamify it?
› Will it improve the productivity?
› Will it make the task more interesting?
› Will it improve engagement?
- 17. Define how you can use gamification to drive
user behavior to meet these goals.
› What part of your product do you want to
gamify?
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gamify?
› Select areas where you can measure outcomes.
› Anticipate of unintended outcomes.
- 19. Understand what motivates your user
› DON’T just blindly slap points and badges onto
interactions that have no meaning for the user.
Ways to understand your user and their
Copyright © 2013, Oracle and/or its affiliates. All rights reserved.
Ways to understand your user and their
motivations
› User Profile
› Personas
- 21. A description of a fictional person representing a user
segment of the software you are developing.
› The description should be as grounded in reality as possible.
Personas can
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› Help you figure out which design alternative your target user is
most likely to prefer
› Help set the priorities for features under consideration
(needs/nice to have)
› What will engage a user
› What will offend or cause distrust
- 22. Review your business goals and your
persona.
What would motivate that user?
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› Outgoing competitive types may want to see how
they compare to others
› Introverted quiet types might be turned off by the
same mechanics
- 23. Feedback
› Can you show it to your target audience?
› Can you show it to someone close to your target?
› Be willing to change your approach
Copyright © 2013, Oracle and/or its affiliates. All rights reserved.
› Be willing to change your approach
Start with paper prototypes or rough wireframes before you
develop
Metrics
› Did you change in the behavior of the users?
› Have you increased/decreased your business goal?