By presenting case examples along with primary research, the audience experienced and learned about a variety of implications for gamifying traditional talent management processes. This feeds into several important streams of organizational effectiveness, such as improving employer branding for attraction and recruitment, increasing employee engagement for retention, and innovating organizational development and team building endeavors for better succession.
digital marketing , introduction of digital marketing
SWFL ASTD Gamification Prezo
1.
2. Expectations!
What you will get:!
-Gamification overview and applications in industry!
-Market landscape and analysis – industry trend stats!
-Difference between good gamification and poor attempts!
-Psychological determinants of games and play – why
games engage!
-At least 1 funny video!
-At least 1 cheesy video with dub step music in the
background!
-And a mini presentation embedded in this that shows the
research findings from my study on games and personality!
!
What you won’t get:!
-A “to-do” list of instructions to gamify something!
-An in-depth analysis of gamification!
-Any badges or points!!
6. Education and Experience!
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AA degree in Business Admin !
Retail operations manager of two Guitar Center stores !
BA in psychology from FGCU !
Master’s degree in I-O psychology from Cal State in San Jose!
Interned at workforce analytics startup Evolv (very smart I-Os and engineers)!
Consultant in the corporate university at Electronic Arts HQ!
Adjunct instructor at FGCU !
Program manager at Global HR Research!
Presently account manager at Victory Marketing Agency!!
7. In case some of you missed the last talk, here are some stats…!
LAST TIME WE MET…!
8. One of the Most Cited Statistics!!
In 2011- Gartner predicted that by 2014,
“more than 70 percent of global businesses
will have at least one gamified application in
their system”.!
9. But then in 2012 Gartner said…!
“80 Percent of Current Gamified
Applications Will Fail to Meet Business
Objectives Primarily Due to Poor Design”!
10.
11. Gamification: Epic Win or Fail?!
Pointless mechanics that use tangible and
trivial rewards…!
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Badges that don’t translate to any real
motivational value… !
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Not understanding WHY!
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12. How to make it work! !
Gamification - applying the game
mechanics and feedback loops you receive
in games to non-game activities. !
!
GOOD gamification is not simply badges
and points or any rewards – it taps into
motivators bigger than money and other
extrinsic rewards!!
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13. Games tap into human needs...!
! ! ! ! ! ! To feel SMART!
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! ! To feel FREE!
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To feel CONNECTED!
14. Game Mechanics - Flow!
Claremont psychology professor noted for his work in the study
of happiness and creativity… and for his notoriously difficult
name! !
Dr. Mihály Csíkszentmihályi !
In psychology Flow is defined as complete absorption in what
someone does.!
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15.
16. Game-based Learning is - FUN!!
Point at which pleasure and motivation
overlap…!
Pleasure!
Motivation!
17. Ameya Kulkarni
Amy Vaduthalakuzhy
Michael Cilla
Kristynn Sullivan
Dan Abouav
CS Undergrad & MBA
Startup experience
EE Undergrad & MBA
Startup experience
MS Org. Psychology
Assessments exp.
Ph.D. Quant. Psychology
UC Merced
Ex-VP of HR, HP
CEO
Head of Product
Psychologist
RESEARCH
Data Scientist
Advisor
18. BENEFITS
ACCURATE
RESULTS
Instead of relying on self-reported measures, these
results are based on instinctive game play behaviors
measured through thousands of data points,
accurately delivering inherent traits.!
FUN & ENGAGING
EXPERIENCE
Unlike traditional assessments, these game-based
assessments are short and fun to play, providing an
engaging employee experience – especially for the
early career Millennials.!
POSITIVE
BRANDING
OPPORTUNITY
This platform is completely customizable to include
company information and logos, providing a
positive employer branding opportunity. !
20. BENEFITS
WHY
HOW
WHAT
Validity study conducted in conjunction with
Florida Gulf Coast University to understand
relationship between gameplay behaviors and
personality facets!
Subjects played the games, completed the IPIP
questionnaire and a demographics survey!
350 total data points collected and analyzed !
Game data correlated with the big 5 personality
domains and 6 sub-facets using IPIP scores!
Statistically significant correlations summarized in
this report!