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Enterprise
     Gamification
MIGLIORARE I PROCESSI DI BUSINESS GIOCANDO
Play is the only way the highest
 intelligence of humankind can
                         unfold


        - Joseph Chilton Pearce
Games are unnecessary obstacles we
               volunteer to tackle


            - Joseph Chilton Pearce
The opposite of play is not work is
                         depression


              - Brian Sutton Smith
Image by ConnorWalberg




in U.S.A. 99% of boys under 18 and 94% of
girls play regulary - 13 and 8 hours a week
                                            Stats by JaneMcGonigal (AvantGame speech)
2014
a primary gamification platform will become as
important as Facebook eBay or Amazon

2015
More than 50% of organizations that manage
innovation rpocess will gamify them
1.6 billion of dollar invested in gamification

2016
nearly 70% of Global 2000 organizations will have at
least one gamified application
2.8 billion invested
                               Bloomberg and M2 research as seen on JaneMcGonigal (AvantGame speech)
                               Gartner Research & Analyisis as seen on JaneMcGonigal (AvantGame speech)
Gamify Internal Collaboration


                           Nitro for Jive gives users a set
                           of missions to complete, each of
                           which exposes them to a critical
                           piece of functionality within the
                           Jive platform.
                           Users earn points and unlock
                           badges for using and mastering
                           these pieces of functionality,
                           and “level up” when they hit key
                           milestones.
                           Social elements like high score
                           tables, newsfeeds, and the ability
                           to display and share your status,
                           drive friendly competition and
                           collaboration among the user
                           base.


                           - Bunchball
Gamify Internal Collaboration




Nitro for Salesforce adds a persistent toolbar to the Salesforce interface, from which
employees can view their statistics, achievements, status, recent activity, and competitive
elements. Users can interact with Nitro for Salesforce via the standard web application, but
Nitro data can also be viewed via tablets and phones, and on large displays in sales centers.
Gamify Internal Collaboration




Today’s workplace requires a new approach to performance management. Rypple is a web-
based social performance management platform that helps companies improve performance
through social goals, continuous feedback and meaningful recognition.
Gamify Innovation




 Scottish Water is a public entity, a subsidiary of the Scottish government, which manages the
 infrastructure related to the distribution of water and collection of waste water throughout
 Scotland. It has 3.700 resources in its employ.
 9 months from the launch, the Innovation Pool counts 750 users and has generated over 330 new
 ideas and/or suggestions for improvement. Out of those, 7 have already been validated and
 implemented under tight deadlines. The sites receives on average about 10 posts (ideas, votes,
 comments) per day.
Gamify Innovation




 With SpigitEngage for Facebook, organizations practice co-creation, tapping customer insights through
 idea generation, collaboration, contests and game dynamics. Using this fun, natural customer contact
 method, organizations develop a dialogue that leaves an impression and drives repeat interaction
 through:


 • Virtual Currency – allowing users to earn and spend tokens for participation
 • Social Connections – keeping users up-to-date on ideas, enabling social discovery of content
 • Contests – creating a two-way dialogue for co-creation
Life Gamification
Stefano Besana
Social Learning Consultant
  OpenKnowledge srl




  www.sociallearning.it

    in/stefanobesana

     stefanobesana

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Stefano Besana YDL - 9 maggio 2012 - Gamification

  • 1. Enterprise Gamification MIGLIORARE I PROCESSI DI BUSINESS GIOCANDO
  • 2. Play is the only way the highest intelligence of humankind can unfold - Joseph Chilton Pearce
  • 3. Games are unnecessary obstacles we volunteer to tackle - Joseph Chilton Pearce
  • 4. The opposite of play is not work is depression - Brian Sutton Smith
  • 5.
  • 6. Image by ConnorWalberg in U.S.A. 99% of boys under 18 and 94% of girls play regulary - 13 and 8 hours a week Stats by JaneMcGonigal (AvantGame speech)
  • 7. 2014 a primary gamification platform will become as important as Facebook eBay or Amazon 2015 More than 50% of organizations that manage innovation rpocess will gamify them 1.6 billion of dollar invested in gamification 2016 nearly 70% of Global 2000 organizations will have at least one gamified application 2.8 billion invested Bloomberg and M2 research as seen on JaneMcGonigal (AvantGame speech) Gartner Research & Analyisis as seen on JaneMcGonigal (AvantGame speech)
  • 8. Gamify Internal Collaboration Nitro for Jive gives users a set of missions to complete, each of which exposes them to a critical piece of functionality within the Jive platform. Users earn points and unlock badges for using and mastering these pieces of functionality, and “level up” when they hit key milestones. Social elements like high score tables, newsfeeds, and the ability to display and share your status, drive friendly competition and collaboration among the user base. - Bunchball
  • 9. Gamify Internal Collaboration Nitro for Salesforce adds a persistent toolbar to the Salesforce interface, from which employees can view their statistics, achievements, status, recent activity, and competitive elements. Users can interact with Nitro for Salesforce via the standard web application, but Nitro data can also be viewed via tablets and phones, and on large displays in sales centers.
  • 10. Gamify Internal Collaboration Today’s workplace requires a new approach to performance management. Rypple is a web- based social performance management platform that helps companies improve performance through social goals, continuous feedback and meaningful recognition.
  • 11. Gamify Innovation Scottish Water is a public entity, a subsidiary of the Scottish government, which manages the infrastructure related to the distribution of water and collection of waste water throughout Scotland. It has 3.700 resources in its employ. 9 months from the launch, the Innovation Pool counts 750 users and has generated over 330 new ideas and/or suggestions for improvement. Out of those, 7 have already been validated and implemented under tight deadlines. The sites receives on average about 10 posts (ideas, votes, comments) per day.
  • 12. Gamify Innovation With SpigitEngage for Facebook, organizations practice co-creation, tapping customer insights through idea generation, collaboration, contests and game dynamics. Using this fun, natural customer contact method, organizations develop a dialogue that leaves an impression and drives repeat interaction through: • Virtual Currency – allowing users to earn and spend tokens for participation • Social Connections – keeping users up-to-date on ideas, enabling social discovery of content • Contests – creating a two-way dialogue for co-creation
  • 14. Stefano Besana Social Learning Consultant OpenKnowledge srl www.sociallearning.it in/stefanobesana stefanobesana