The document discusses gamification and how it can be used to encourage adoption of applications and processes. Gamification applies game design techniques and mechanics to non-game applications to motivate users. It works by measuring user behavior, setting goals and rewarding users with badges and points for achieving goals. This provides feedback, a sense of mastery and encourages desired behaviors through challenges and a compelling narrative. The document provides examples of gamification platforms that can be used to gamify social software like IBM Connections to improve employee engagement and adoption.
2. about me e-office 1970 history teacher
collaboration consultant
sasja.beerendonk@e-office.com Rotterdam social IBM cooking
twitter.com/sbeerendonk
http://nl.linkedin.com/in/sbeerendonk adoption cat-lover travel sci-fi
dine
3. what do you think of at
the word gamification?
Gamification is the use of game design techniques and mechanics to
enhance non-games.
Typically gamification applies to non-game applications and processes, in order
to encourage people to adopt them, or to influence how they are used.
it’s about meaning, not flair
to pursue purpose, not leaderboard points
Gamification won't solve your business problem
it only solves your (short-term) engagement problem
Source: Wikipedia
7. how many of you are is playing games a
gamers? waste of time?
what is the average
is it a boy thing?
age of gamers?
8. 31 million gamers
43.000.000 hours per day
9.7 hours per week
women little less hrs
men little more hrs 53% women
47% men
average age is 37
Source: Newzoo, National Gaming Onderzoek
2011
9. research
• By 2014, more than 70% of Global 2000
organizations will have at least one gamified
application
• By 2015, more than 50 percent of
organizations that manage innovation
processes will gamify those processes
Source: http://www.gartner.com/it/page.jsp?id=1629214
10. again ... what is gamification ?
Gamification is the use of game design techniques and mechanics to
enhance non-games.
Typically gamification applies to non-game applications and processes, in order
to encourage people to adopt them, or to influence how they are used.
and how does it relate to adoption?
11. human – technology - organization
technology = 10%
People = 90% !
of success.
12. make social collaboration possible
Yellow & Blue
process | control | predictable knowledge | information | everywhere
manage | low costs | mechanical network | creativity | goal oriented
structure &
G smart & flexible
process
9 to 5 | no errors | internal focus intrinsically | independent | trust
no change | control | process leading collaborate | discipline | facilitate
social collaboration, how do I start?
14. adoption vision
workforce analysis infrastructure analysis
desired results
governance prioritize architecture
scenarios and personas
1. think 2. prepare
2. prepare • attention
• best practices
project execution • enliving
3. pilot applicability
4. adopt • making it real
measuring results
5. consolidate
15. time spent training
10,000 hrs!
playing Draw Something
If we could only engage our employees
to put in as many hours learning
16. what do you see?
urgency ‘anxiety’ concentration
epic win
optimism surprise
17.
18. what motivates us?
from Maslow’s Need to Pink’s Drive
Bron: Michael Wu, Ph.D.
19. Change behaviour
• Fogg’s Behavior Model (FBM)
Why and how can game dynamics stimulate
change in actions/behaviour?
• 3 factors for human behavioural change:
– Motivation
– Ability
– Trigger
Source: Michael Wu, Ph.D.
20.
21. how does gamification work?
measure set goals, levels, points and measure if they are
met
reward give badges and indicate what needs to be done
to go further, show the best
indicate what needs to be done to go further,
enhance invite to use advanced functionality or show
desired behaviour
26. about motivation and rewards
is gamification a long-term approach?
extrinsic rewards intrinsic rewards
competetive: • being good at your
helping, giving, welcoming, job
exchange, participate • gather knowledge
• autonomy
explorative: • belonging
look at, search, collect, • having fun
complement • doing work that
matters
30. gamification in social software
• Badgeville for Yammer + Jive + Connections
• Level Up for Connections
• Kudos Badges for Connections
31.
32. Bunchball Level Up
gamification partner
hosted environment
focused on training, first steps
33. ISW’s Kudos Badges
IBM partner
internal installation
focused on first steps and long-term
integration with other tools
widgets
configuration tool for creating your
own Badges
38. want more?
july 5th
adoption strategy workshop
http://www.e-office.com/eog/nl/website2011.nsf/index/adoptiestrategieworkshop
Whitepaper on request: E
Measure, reward, enhance: leverage adoption
of IBM Connections by applying gamification