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GREEN GAMES
GGP Business Workshop
Pete Jenkins – July 2017
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
© GAMIFICATION+ LTD 2015 3
Founder – GAMIFICATION+ LTD
Entrepreneur in Residence at University of Brighton
Chair – International Gamification Confederation (GamFed)
Researcher in Gamification in HR at CROME (Centre for
Research on Management & Employment)
Ambassador - Brighton & Hove Chamber of Commerce
What do
you play?
Activision spent 6 years and how much money developing
and launching the game Destiny?
A. £31,000,000
B. £105,000,000
C. £310,000,000
How much did Destiny make in sales on the first
day?
A. £50,000,000
B. £500,000,000
C. £900,000,000
Activision Blizzard’s players racked up how many
hours of play time in 3rd Quarter 2016?
A. 100 million
B. 1 billion
C. 10 billion
In 2014 what percentage of video game
players in the UK were female?
A. 27%
B. 41%
C. 52%
Gamification refers to the use of game
mechanics in non-gaming contexts
http://amzn.to/2td59Ye
“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
“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
“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
“Games give us unnecessary obstacles that we
volunteer to tackle” Bernard Suits
“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
“UX design is about
removing problems
from the user. Game
design is about giving
problems to the user”
Raph Koster
Dopamine
Oxytocin
Serotonin
Endorphins
Maslow’s Hierarchy
of Needs
Three basic needs
Competence
Autonomy
Relatedness
Self-DeterminationTheory
Three key drivers
Mastery
Purpose
Autonomy
Daniel Pink - Drive
http://freerice.com
Marczewski’sThree Layers
of Motivation
Csikszentmihalyi (1997)
Image from https://en.wikipedia.org/wiki/Flow_(psychology)
Csikszentimihalyi Flow model
https://gamificationplus.uk/recycling
-habits-gamified-adur-worthing/
https://www.southernwater.co.uk/itchenchallenge
https://gamificationplus.uk/southern-water-gamification/
Cost €130
54% increase in
trial usage
15% increase in
buy clicks
http://ldd.lego.com/en-gb
https://www.youtube.com/watch?v=-_JPCWacP7Y
Guides
Feedback
Highlighting
Limited
Options
Limited
Monsters
Almost impossible to
fail
ONBOARDING TIPS
Points
Resources
Boss fights
Game components
Content unlocking
Badges
Progression
Collections
Achievements
Social graph
Leaderboards
Combat Virtual goods
Quests
Virtual currency
Avatars
GiftingLevels
Teams
https://gamified.uk/UserTypeAnalysis/analysis.php
ANALYSE A GAME
https://gamified.uk/UserTypeAnalysis/analysis.php
https://www.youtube.com/watch?v=_7vyrudcgOQ
PlayGen Gamification Cards
Image credits: Charlie Elliott
https://gamificationplus.uk/gamification-case-study-save-park
https://joulebug.com/
http://www.thepathtoluma.com/download
Attract
• Employer
branding
• Recruitment
Induction
• Onboarding
• Culture
L&D
• Job Mastery
• Future
Leaders
Retaining
• Well being
• Engagement
Attract
• Employer branding
• Recruitment
http://www.maersk.com/en/hardware/quest-for-oil
TOPCODER
https://www.topcoder.com/
How are you attracting millennials
to your organisations?
Induction
• Onboarding
• Culture
http://www.focusgames.com/case_studies/McDonald's%20Case%20Study%2012.08.16.pdf
https://splash.crm.co/
How engaging are your induction
and onboarding processes?
L&D
• Job Mastery
• Future Leaders
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
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
The prize for the winning team at the 2016 League of LegendsWorld
Championships?
A. $500k
B. $2m
C. $5m
TheDiamondMinecart (DanTDM)’sYouTube gaming channel had how
many views just in June 2016?
A. 13.1m
B. 180.2m
C. 370.3m
Could you broadcast your staff
doing their jobs, live?
Retaining
• Well being
• Engagement
http://keas.com/
Gamification design
success framework
https://www.youtube.com/watch?v=rpaP_WElasA
http://www.gamified.uk/user-types/
Marczewski’s UserTypes Hexad
https://gamified.uk
http://www.gamified.uk/user-types/
https://gamified.uk/UserTypeTest2016/user-type-test.php
Pete’s Hexad PlayerType
HEXAD PlayerType Results
2,172 responses
27
24
18
14
14
3
Free Spirit
Philanthropist
Achiever
Socialiser
Player
Disruptor
0 5 10 15 20 25 30
%
Source: gamified.uk 01/02/2017
https://gamified.uk
Co-Operative Play - Gender
Source: http://quanticfoundry.com/2016/07/21/social-gaming/
Source: http://www.polygon.com/2014/8/7/5979575/two-board-games-you-should-play-right-now-
pandemic-risk-legacy
GAMIFICATION+ SUCCESS FRAMEWORK
https://gamificationplus.uk/game/
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.
https://www.superbetter.com
Please attempt:
• Bad Guys –
• The Sticky Chair
• Power Ups -
• HugYourself
• HumanTag
Thank you for playing.Questions?
pete.jenkins@gamificationplus.uk
https://gamificationplus.uk
@gamifiplus @petejenkins

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