Green gamification workshop held by Pete Jenkins for Green Growth platform members at the University of Brighton on 13th July 2017. Examples of green gamification, understanding how they work and designing effective gamification.
2. HOURS OF FUN
The theory behind gamification
What is gamification and why is it important
Neuroscience and motivational psychology
Game components
Gamification: examples
Motivate staff
Engage customers
Encourage behaviour change
Gamification design framework
Objectives and target behaviours
Using player types
Choosing game mechanics
12. “Gamification is becoming a catch all word that
encompasses not just gamification but also
serious games, simulations, game based
learning and playful experiences”
Raftopoulos (2015)
Marigo Raftopoulos
http://www.researchgate.net/publ
ication/274963363_How_enterpris
es_play_Towards_a_taxonomy_fo
r_enterprise_gamification
13. “a free activity standing quite consciously outside “ordinary” life as being
“not serious” but at the same time absorbing the player intensely and utterly.
"
Huizinga (1949, p13)
PLAY
14. “A game has some rules, and some objectives, and some obstacles to
overcome in order to achieve those objectives; but the crucial element is the
players’ willingness to accept all those things and conform to them”
Werbach and Hunter (2012, p39)
GAME
15. “Games give us unnecessary obstacles that we
volunteer to tackle” Bernard Suits
16. “Simulation is a realistic, controlled-risk environment where learners can
practice behaviours and experience the impacts of decisions.”
Kapp, Blair and Mesch (2014, p58)
SIMULATION
17. “UX design is about
removing problems
from the user. Game
design is about giving
problems to the user”
Raph Koster
60. Compettia - Atrivity
Average knowledge increase in players over a 5 day
period is 30%
80% of players end up playing it outside of work
hours
Most questions answered by a player in 5 days is
10,521 questions
Average player will answer 800 questions during a 5
day period
Most commonly play between 11pm and 1am
61. In 2015, how many viewers tuned in to watch the League of Legends
World Championship finals?
A. 36,000
B. 360,000
C. 36,000,000
62. The prize for the winning team at the 2016 League of LegendsWorld
Championships?
A. $500k
B. $2m
C. $5m
90. Gamification Strategy
Deliberately take aspects of games and use them as lenses to identify
gaps in people processes and explore new strategies for engagement
Play with others and share your thinking. Ideas will evolve faster and
teams will adopt and take ownership of shared new strategies.
Notice, value and reward game thinking in others. Game players are
already found throughout our businesses. Use their creative and
strategic thinking and embed games into the culture.