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james
tutton
“providing a safe place to fail then…..”
employee
engagement -
gamification of
hr systems
what makes games compelling
▪social
– (relatedness , people can relate to them)
– (you don’t interact OR compete with someone when your:- at the cinema OR reading a
book)
▪feedback
– provide a feedback loop
–
▪agile
– they are fundamentally designed and developed in an agile way
–
how
games became
social
a brief history of games in
less than one minute.
the road to multiplayer
from games to gamification – tutton’s 3 strategies
good game design
▪multiplayer
▪a i
▪player testing
good gamification
▪social
▪feedback loop
▪student analytics
agile&ux design
how to make multiplayer = social
▪ make it Co Operative or Competitive
– What’s you have made it Co Operative or Competitive? Then and only then, do you add
the points badges and leaderboards
– Add other quote from my typed Notes
▪ recognise your Champions
– Game style social recognition (eg leader board with player code name and/or player
customised character or avatar) has been proven to be more effective than old school
“employee of the month”.
AI or rather the “Feedback Loop”
▪ is presenting the challenge
▪ ensuring the feedback loop is really tight. (AI looks at how the
game player is going in real time and…..)
▪ showing you where you are on your journey, similar to say the
breadcrumbs in moodle module.
– This where you add the progress bar that the Sydney IT Academic Richard Buckland so
enthusiastically preaches about.
provide linear challenge
boss
big boss
big BAD
boss
level 1
level 2
level 3
Testing or agile design
▪ Rather than build the whole project in one go. Rapidly build a
little bit, then test it and then keep modifying and keep
refreshing it and keep users coming back for more.
▪ Games these days are very much about continuous
improvement. Even games like World or Warcraft that are
played for years are continuously being updated.
Center
who’s using gamification
otherwise boring topics exciting
▪ KPMG “The Games”
▪ Telstra “JobJam”
▪ IBM = Inno8 logo’s please
▪ SE Water
▪ KRONOS
▪ State Trustees
time and attendance
(T&A)
hr-ing with gaming
▪ recruiting
▪ onboarding
– SE Water - mobile beacons
▪ engaging
▪ learning
▪ retaining
tutton’s 3 strategies to gamified employee
engagement
▪ make it social
– a safe place to fail until you succeed then choose how to brag about it.
▪ make it a linear challenge
– games use sophisticated AI to do this but you don’t have to do this you can just use
good curriculum design
▪ make it agile
– constantly analyse it & iterate it
– develop an agile iterative style
– player analytics
– (all the way through)
– get your champions early and keep tweak it, testing it, collecting student data and
recognising your champion stimulating them hooking them in THEN and only then will
the rest follow.
todays takeaways on game design
▪ people are social, multiplayer cooperation and competition
drives interaction
▪ a good feedback loop motivates people to achieve Mastery and
Purpose
– even Autonomy you have to play the game not copy the person next to you.
▪ more iterative testing will mean gratification is always a few
clicks away. (We are do’ers) evolution is a “linear challenge”.
▪ all of this will help you create a more compelling UX but most of
all provide.
“a safe place to fail then……..
Other Workshops
▪ player motivation & employee engagement – self determination
theory, neuroscience
▪ player types & employee engagement - artificial intelligence
and the feedback loop with agile interative applications
▪ genre types & their application to gamificiation
▪ player motivation player analytics, player types
▪ multiplayer in the social media world
EE gamification JTV1a

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EE gamification JTV1a

  • 1. james tutton “providing a safe place to fail then…..” employee engagement - gamification of hr systems
  • 2. what makes games compelling ▪social – (relatedness , people can relate to them) – (you don’t interact OR compete with someone when your:- at the cinema OR reading a book) ▪feedback – provide a feedback loop – ▪agile – they are fundamentally designed and developed in an agile way –
  • 3. how games became social a brief history of games in less than one minute. the road to multiplayer
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12. from games to gamification – tutton’s 3 strategies good game design ▪multiplayer ▪a i ▪player testing good gamification ▪social ▪feedback loop ▪student analytics agile&ux design
  • 13. how to make multiplayer = social ▪ make it Co Operative or Competitive – What’s you have made it Co Operative or Competitive? Then and only then, do you add the points badges and leaderboards – Add other quote from my typed Notes ▪ recognise your Champions – Game style social recognition (eg leader board with player code name and/or player customised character or avatar) has been proven to be more effective than old school “employee of the month”.
  • 14. AI or rather the “Feedback Loop” ▪ is presenting the challenge ▪ ensuring the feedback loop is really tight. (AI looks at how the game player is going in real time and…..) ▪ showing you where you are on your journey, similar to say the breadcrumbs in moodle module. – This where you add the progress bar that the Sydney IT Academic Richard Buckland so enthusiastically preaches about.
  • 15. provide linear challenge boss big boss big BAD boss level 1 level 2 level 3
  • 16.
  • 17. Testing or agile design ▪ Rather than build the whole project in one go. Rapidly build a little bit, then test it and then keep modifying and keep refreshing it and keep users coming back for more. ▪ Games these days are very much about continuous improvement. Even games like World or Warcraft that are played for years are continuously being updated.
  • 19.
  • 20.
  • 21.
  • 23. otherwise boring topics exciting ▪ KPMG “The Games” ▪ Telstra “JobJam” ▪ IBM = Inno8 logo’s please ▪ SE Water ▪ KRONOS ▪ State Trustees
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 30.
  • 31.
  • 32. hr-ing with gaming ▪ recruiting ▪ onboarding – SE Water - mobile beacons ▪ engaging ▪ learning ▪ retaining
  • 33.
  • 34.
  • 35. tutton’s 3 strategies to gamified employee engagement ▪ make it social – a safe place to fail until you succeed then choose how to brag about it. ▪ make it a linear challenge – games use sophisticated AI to do this but you don’t have to do this you can just use good curriculum design ▪ make it agile – constantly analyse it & iterate it – develop an agile iterative style – player analytics – (all the way through) – get your champions early and keep tweak it, testing it, collecting student data and recognising your champion stimulating them hooking them in THEN and only then will the rest follow.
  • 36. todays takeaways on game design ▪ people are social, multiplayer cooperation and competition drives interaction ▪ a good feedback loop motivates people to achieve Mastery and Purpose – even Autonomy you have to play the game not copy the person next to you. ▪ more iterative testing will mean gratification is always a few clicks away. (We are do’ers) evolution is a “linear challenge”. ▪ all of this will help you create a more compelling UX but most of all provide. “a safe place to fail then……..
  • 37.
  • 38. Other Workshops ▪ player motivation & employee engagement – self determination theory, neuroscience ▪ player types & employee engagement - artificial intelligence and the feedback loop with agile interative applications ▪ genre types & their application to gamificiation ▪ player motivation player analytics, player types ▪ multiplayer in the social media world

Hinweis der Redaktion

  1. social feedback
  2. Lets have a look at the history of games in under one minute
  3. With the exception of a few two player games like these and even some 3 or 4 player version. Games tended to be played on your own.
  4. Not long after that, starting in South Korea with the PC Bang or PC Room, and in The West with Internet Café’s, games actually stimulated social activity rather that detracted from it. Top Down perspective Real Time Strategy games like World of Warcraft and Starcraft and First Person Shooters and MMOGs came of age. we get RTS FSP and MMOG’s
  5. We are not asking academics to make games, these are techniques that make games compelling, that you may be able to apply to your online and inperson teaching and research.
  6. From multiplayer we learn Add photo page of my wife’s “Four Square”
  7. Good AI and Good Gameplay Is all about a tight loop between the feedback loop and the linear challenge that is the gameplay It’s about progressively unlocking the challenge It’s about player lifecyle It’s about And lastly it’s about providing (so fundamentally what does a feedback loop provide it provides) A Safe Place to fail I know personally entrepreneurship is and I think academic research is all about trying someing failing then trying again and again and again till you discover something that works.
  8. Built by players for players The process of making games has always been build a bit test it build a bit test it (on your target audience) build a bit test it build a bit test it (on your target audience) As a producer/designer of games your relationship with the testers is constantly oscillating between friend and foe. The testers are constantly onto you about what makes good feedback and what doesn't and what makes for good multiplayer and what sucks. You don’t have testers but you do have access to students, so finding your champions and testing with them. Recording that in your test database or spreadsheet will be a key success factor.
  9. Gamification is a decade old now and has been enthusiastically adopted by many more learned academic people than old game designers like me. By the Psychologists with their Self Determination Theory started by Levi & By the Neurologists with NeuroScience By the Mathematicians and the Statisticians with their Analystics And by Bartel with his player types. SmartArt custom animation effects: expand and peek in (Basic) To reproduce the SmartArt effects on this slide, do the following: On the Home tab, in the Slides group, click Layout, and then click Blank. On the Insert tab, in the Illustrations group, click SmartArt. In the Choose a SmartArt Graphic dialog box, in the left pane, click Matrix. In the Matrix pane, click Titled Matrix (second option from the left), and then click OK to insert the graphic into the slide. Select the graphic, and then click one of the arrows on the left border. In the Type your text here dialog box, enter text. On the slide, select the graphic. Under SmartArt Tools, on the Design tab, in the SmartArt Styles group, do the following: Click Change Colors, and then under Colorful click Colorful - Accent Colors (first option from the left). Click More, and then under Best Match for Document click Moderate Effect (fourth option from the left). On the Home tab, in the Font group, select Calibri from the Font list, and then select 24 from the Font Size list. On the slide, select the text in the center rounded rectangle of the graphic. On the Home tab, in the Font group, select 28 from the Font Size list, click the arrow next to Font Color, and then under Theme Colors click White, Background 1 (first row, first option from the left). Right-click the rounded rectangle in the center of the graphic, and then click Format Shape. In the Format Shape dialog box, in the left pane, click Fill, select Gradient fill in the Fill pane, and then do the following: In the Type list, select Linear. Click the button next to Direction, and then click Linear Up (second row, second option from the left). Under Gradient stops, click Add or Remove until three stops appear in the drop-down list. Also under Gradient stops, customize the gradient stops as follows: Select Stop 1 from the list, and then do the following: In the Stop position box, enter 0%. Click the button next to Color, and then under Theme Colors click White, Background 1, Darker 35% (fifth row, first option from the left). Select Stop 2 from the list, and then do the following: In the Stop position box, enter 80%. Click the button next to Color, and then under Theme Colors click White, Background 1, Darker 35% (fifth row, first option from the left). Select Stop 3 from the list, and then do the following: In the Stop position box, enter 100%. Click the button next to Color, and then under Theme Colors click White, Background 1, Darker 15% (third row, first option from the left). To reproduce the animation effects on this slide, do the following: On the Animations tab, in the Animations group, click Custom Animation. On the slide, select the graphic. In the Custom Animation task pane, do the following: Click Add Effect, point to Entrance, and then click More Effects. In the Add Entrance Effect dialog box, under Subtle, click Expand. Under Modify: Expand, in the Speed list, select Fast. Also in the Custom Animation task pane, select the expand effect. Click the arrow to the right of the expand effect, and then click Effect Options. In the Expand dialog box, on the SmartArt Animation tab, in the Group graphic list, select One by one. Also in the Custom Animation task pane, click the double arrow under the expand effect to expand the contents of the list of effects. Press and hold CTRL, and then select all five expand effects in the Custom Animation pane. Under Modify: Expand, in the Start list, select With Previous. Press and hold CTRL, select the second, third, fourth, and fifth expand effects in the Custom Animation pane, and then do the following: Under Modify: Expand, click Change, point to Entrance, and then click More Effects. In the Change Entrance Effect dialog box, under Basic, click Peek In, and then click OK. Under Modify: Peek In, in the Speed list, select Fast. Also in the Custom Animation task pane, do the following: Select the second expand effect. Under Modify: Peek In, in the Start list, select After Previous. Select the third expand effect. Under Modify: Peek In, in the Direction list, select From Left. Select the fourth expand effect. Under Modify: Peek In, in the Direction list, select From Right. Select the fifth expand effect. Under Modify: Peek In, in the Direction list, select From Top. To reproduce the background effects on this slide, do the following: Right-click the slide background area, and then click Format Background. In the Format Background dialog box, click Fill in the left pane, select Gradient fill in the Fill pane, and then do the following: In the Type list, select Radial. Click the button next to Direction, and then click From Corner (second option from the left). Under Gradient stops, click Add or Remove until two stops appear in the drop-down list. Also under Gradient stops, customize the gradient stops as follows: Select Stop 1 from the list, and then do the following: In the Stop position box, enter 0%. Click the button next to Color, and then under Theme Colors click White, Background 1 (first row, first option from the left). Select Stop 2 from the list, and then do the following: In the Stop position box, enter 100%. Click the button next to Color, and then under Theme Colors click White, Background 1, Darker 15% (third row, first option from the left).
  10. Make some subtle reference to hold your questions till the end or another session as we only have a very short time together today.
  11. Look up course outlines and book chapters from Gabe