1) Gamification uses game design techniques and game mechanics to enhance non-game contexts like contact centers. It can motivate employees and improve performance.
2) The document discusses how gamification can address psychological needs and motivations through elements like badges, leaderboards, and levels.
3) It presents a gamification platform called PONY designed specifically for contact centers that tracks metrics like SLA, difficulty of calls, and knowledge base use to reward agents.
14. Gamification is the use of game design technique,
game thinking and game mechanics to enhance non-
game contexts.
Deterding. S, Dixon. D, Khaled, R. Nacke. L. From Game Design Elements to
Gamefulness: Defining “Gamification”. ACM, Finland, 2011, 9-14
19. M2 research reported that Gamification
will be a 2.8B industry by 2016.
--M. Burke and T. Hiltbrand (2001)
20. According to Gartner, by 2015 more
than 50 percent of organizations that
manage innovation processes will
Gamify those processes.
Gartner (the world’s leading information technology research and
advisory company)By 2015, More Than 50 Percent of Organizations
That Manage Innovation Processes Will Gamify Those Processes
[http://www.gartner.com/it/page.jsp?id=1629214]
21. A research report by Colin Sebastian
registered the global Game industry
will generate 80 billion in revenue in
2014, the interest in games is very high.
Colin Sebastian http://bit.ly/o559s0
22. …the current generation has grown up
with technology, and especially video
Games, as a part of everyday life.
--M. Burke and T. Hiltbrand (2001)
23. “Suddenly, Gamification is the
hot new business concept with
many of the world’s most
admired companies signing on.”
-Fortune, Oct.17, 2011
31. FoldIt
46,000 players solved problem of how to fold
proteins in 10 days
(scientists had failed 15 years to solve it)
Sources: http://fold.it
http://enterprise-gamification.com/index.php/en/facts
32. Bottle Bank Arcade
50x more usage than nearby bottle return
Sources: http://www.thefuntheory.com/bottle-bank-arcade-machine
http://enterprise-gamification.com/index.php/en/facts
33. Call Center
15% call time reduced, 8-12% increased sales
Sources: http://online.wsj.com/article/SB10001424052970204294504576615371783795248.html
http://enterprise-gamification.com/index.php/en/facts
34. Speed Camera Lottery
32 km -> dropped to 25 km
Sources: http://www.thefuntheory.com/speed-camera-lottery-
37. Chevrolet Volt
53% reduction in speeding cars
Sources: https://seogadget.co.uk/5-new-examples-of-gamification/
http://enterprise-gamification.com/index.php/en/facts
46. Pavlov Skinner Maslov Richard Ryan
& Edward Deci
The need for Self - Actualisation
Experience purpose, meaning
and realising all inner potentials
Esteem Need
The need to be a unique individual with self-
respect and to enjoy general esteem from
othersLove and Belonging Needs
The need for belonging, to receive and
give love, appreciation, friendship.
Security Need
The basic need for social security in a
family and a society that protects against
hunger and violence.
The Physiological Needs
The need for food, water, shelter and
clothing
47. Pavlov Skinner Maslov Richard Ryan
& Edward Deci
`
Extrinsic MotivationAmotivation
Perceived non-
contingency
Low perceived
competence
Non-relevance
Non-intentionality
Intrinsic Motivation
Interest /
Enjoyment
Inherent
Satisfaction
Internal
Integration
Hierarchical
synthesis of goals
Congruence
Internal
Identification
Conscious
valuing of activity
Self-endorsement
of goals
Somewhat
Internal
Introjection
Ego involvement
Focus on
approval from
self or others
Somewhat
External
External
Regulation
Salience of
extrinsic rewards
or punishments
Compliance /
Reactance
ExternalImpersonal
49. MDA Framework
This framework is created by Robin Hunicke, Marc LeBlank and Robert Zubek. Hunick, R.,
LeBlanc, M., Zubek, R., MDA: A Formal Approach to Game Design and Game Research
[http://www.cs.northwestern.edu/~hunicke/MDA.pdf]
Mechanics
Functioning components
Dynamics
Interactions
Aesthetics
Fun Parts
52. Defined by:
Killers
A focus on wining, rank,
and direct peer-to-peer
competition.
Engaged by:
Leaderboards, Ranks
53. Defined by:
Achiever
A focus on attaining status and
achieving preset goals quickly
and/or completely.
Engaged by:
Achievements
54. Defined by:
Socializer
A focus on socializing and a drive
to develop a network of friend
and contacts.
Engaged by:
Newsfeeds, Friend List, Chat
55. Defined by:
Explorer
A focus on exploring and a drive
to discover the unknown.
Engaged by:
Obfuscated Achievements
56. Pyramid of Gamification Elements
By Prof. Kevin Werbach
http://keepexploring.hubpages.com/hub/Elements-of-Gamification
Dynamics
Mechanics
Components
57. Pyramid of Gamification Elements
By Prof. Kevin Werbach
http://keepexploring.hubpages.com/hub/Elements-of-Gamification
Dynamics
Constraints
Emotions
Narrative
Progression
Relationships
Big – picture aspects;
“Grammar”
58. Pyramid of Gamification Elements
By Prof. Kevin Werbach
http://keepexploring.hubpages.com/hub/Elements-of-Gamification
Challenges
Chance
Competition
Feedback
Resource Acquisition
Rewards
Transactions
Turns
Win states
Processes that drive action
forward; “verbs”
Mechanics
59. Pyramid of Gamification Elements
By Prof. Kevin Werbach
http://keepexploring.hubpages.com/hub/Elements-of-Gamification
Components
Achievements
Avatars
Badges
Boos Fights
Collections
Combat
Content Unlocking
Gifting
Specific instantiations of
mechanics and dynamics;
“nouns”
Leaderboards
Levels
Points
Quests
Social Graph
Teams
Virtual Goods
Link movie: http://www.youtube.com/watch?v=Non7h41fFvY
http://fold.ithttp://enterprise-gamification.com/index.php/en/factsMental rotation: this game may cater more towards male players75% of people had no prior background in biochemistryFour top reasons to play quoted were: Purpose, Achievement, Immersion, Social
http://online.wsj.com/article/SB10001424052970204294504576615371783795248.htmlhttp://enterprise-gamification.com/index.php/en/factsLiveOps Inc., which runs virtual call centers, uses gaming to help improve the performance of its 20,000 call agents—independent contractors located all over the U.S. Starting last year, the company began awarding agents with virtual badges and points for tasks such as keeping calls brief and closing sales. Leaderboards allow the agents to compare their achievements to others.Since the gamification system was implemented, some agents have reduced call time by 15%, and sales have improved by between 8% and 12% among certain sales agents, says Sanjay Mathur, vice president of product management at LiveOps, Santa Clara, Calif.
Add 2 psychologie gastenRichard Ryan & Edward Deci
Add 2 psychologie gastenRichard Ryan & Edward Deci
Add 2 psychologie gastenRichard Ryan & Edward Deci
Add 2 psychologie gastenRichard Ryan & Edward Deci
Add 2 psychologie gastenRichard Ryan & Edward Deci
Mechanics describes the particular components of the game, at the level of data representation and algorithms. Dynamics describes the run-time behavior of the mechanics acting on player inputs and each othersoutputs over time. Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system.
Make it xinyu style.. :DSource: Bartle Test: http://en.wikipedia.org/wiki/Bartle_Test Test yourself:http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
Make it xinyu style.. :DSource: Bartle Test: http://en.wikipedia.org/wiki/Bartle_Test Test yourself:http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
Make it xinyu style.. :DSource: Bartle Test: http://en.wikipedia.org/wiki/Bartle_Test Test yourself:http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
Make it xinyu style.. :DSource: Bartle Test: http://en.wikipedia.org/wiki/Bartle_Test Test yourself:http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
Make it xinyu style.. :DSource: Bartle Test: http://en.wikipedia.org/wiki/Bartle_Test Test yourself:http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology