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Gamification. Learning from
games
Svetlana Dzeviatava and Alexander Chekan for MediaBarCamp
March 2014
Gamification is…
• The use of game elements and game design
techniques in non-game contexts.
What are game elements?
Game elements are your toolbox for
gamification
• Achievements
• Avatars
• Badges
• Boss fights
• Collections
• Combat
• Content unlocking
• Gifting
• Leaderboards
• Levels
• Points
• Quests
• Social graph
• Teams
• Virtual goods
Why gamify?
Why gamify?
The Foursquare used gamification
• Engagement gap
• Choices
• Progression
• Social
• Habit
Did it work?
• Over 20 million users
• Over 70 million $ in venture capital
• Successfully overcame challengies from
Facebook and others
We are all gamers now
• 97% of kids 12-17 play videogames
• The average game player in 30 years old (37%
are older than 35
• 47% of all game players are women
Sources: Pew Foundation and Entertainment
Software Association
Where gamification adds value?
• External
Marketing, Sales, Customer engagement
• Internal
HR, productivity enhancement, crowdsourcing
• Behavior change
Health and wellness, sustainability, personal
finance
External: Club Psych
• Overall traffic on the USA Network site increased
30%
• Online merchandise sales increased 50%
• Pageviews increased 130%
• Psych content shared 300 000 times on Facebook,
reaching 40 million users
Internal: Microsoft
• 4 500 participants
• Reviewed over 500 000 dialog boxes
• 6 700 bugs reported
Behavioral Change: Volkswagen
Average speed in Stockholm trial decreased from 32
to 25 km/h
What makes games engaging?
What things are fun?
• Winning
• Problem solving
• Exploring
• Chilling
• Teamwork
• Recognition
• Triumphing
• Collecting
• Surprise
• Imagination
• Sharing
• Role Playing
• Customization
Theories of FUN
Nicole Lazzoro:
• Easy FUN
• Hard FUN
• People FUN
• Serious FUN
• Fun can (and should be) designed
• Fun can be challenging
• Appeal to different kinds of fun
Fun in unexpected places
• The world’s deepest trashcan
Fun in unexpected places
• Piano stairs (better than escalator)
More examples on http://www.thefuntheory.com
Game thinking generates business
results
LinkedIn
Implementing of progress-bar increased the amount
of users’ data for 20%.
Not all rewards are fun, not all fun is
rewarding
Google News
• Meaningful choices
• Puzzles
• Mastery
• Community
• Different kinds of users
How can rewards demotivate
Over justification effect
• The reward substitutes for the intrinsic
motivation
• Studies confirm:
- Drawing
- Day care pickup
- Blood donation
- Teacher salaries
Gamification Design Framework
• Define business objectives
• Delineate target behaviors
• Describe your players
• Devise activity loops
• Don’t forget the fun!
• Deploy the appropriate
tools
The ten rules of gamification
1. You are not making a game
2. Know what you are trying to achieve
3. Be prepared not to gamify
4. Games are rubbish at customer acquisition
5. Retention is crucial, yet criminally overlooked
The ten rules of gamification
6. Monetisation may sound great, but focus on
your core business
7. No, games are not just about competition
8. Beware unintended consequences
9. Make it personal
10. Gamification is a process, not a project
External services for gamification
• http://www.gigya.com
• http://www.bunchball.com
• http://badgeville.com
• http://balalikea.ru
• http://evrone.ru/
• http://www.pryaniky.com
• More and more others
Gamification in Belarus
• Altoros – employee motivation
• Restaurants and cafes
• TUT.BY – nearest future
Don’t be afraid: gamify!
Svetlana Dzeviatava, TUT.BY
sd@tutby.com
Alexander Chekan, TUT.BY
ac@tutby.com

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Gamification for MediaBarCamp

  • 1. Gamification. Learning from games Svetlana Dzeviatava and Alexander Chekan for MediaBarCamp March 2014
  • 2. Gamification is… • The use of game elements and game design techniques in non-game contexts.
  • 3. What are game elements?
  • 4. Game elements are your toolbox for gamification • Achievements • Avatars • Badges • Boss fights • Collections • Combat • Content unlocking • Gifting • Leaderboards • Levels • Points • Quests • Social graph • Teams • Virtual goods
  • 7. The Foursquare used gamification • Engagement gap • Choices • Progression • Social • Habit
  • 8. Did it work? • Over 20 million users • Over 70 million $ in venture capital • Successfully overcame challengies from Facebook and others
  • 9. We are all gamers now • 97% of kids 12-17 play videogames • The average game player in 30 years old (37% are older than 35 • 47% of all game players are women Sources: Pew Foundation and Entertainment Software Association
  • 10. Where gamification adds value? • External Marketing, Sales, Customer engagement • Internal HR, productivity enhancement, crowdsourcing • Behavior change Health and wellness, sustainability, personal finance
  • 11. External: Club Psych • Overall traffic on the USA Network site increased 30% • Online merchandise sales increased 50% • Pageviews increased 130% • Psych content shared 300 000 times on Facebook, reaching 40 million users
  • 12. Internal: Microsoft • 4 500 participants • Reviewed over 500 000 dialog boxes • 6 700 bugs reported
  • 13. Behavioral Change: Volkswagen Average speed in Stockholm trial decreased from 32 to 25 km/h
  • 14. What makes games engaging?
  • 15. What things are fun? • Winning • Problem solving • Exploring • Chilling • Teamwork • Recognition • Triumphing • Collecting • Surprise • Imagination • Sharing • Role Playing • Customization
  • 16. Theories of FUN Nicole Lazzoro: • Easy FUN • Hard FUN • People FUN • Serious FUN • Fun can (and should be) designed • Fun can be challenging • Appeal to different kinds of fun
  • 17. Fun in unexpected places • The world’s deepest trashcan
  • 18. Fun in unexpected places • Piano stairs (better than escalator) More examples on http://www.thefuntheory.com
  • 19. Game thinking generates business results LinkedIn Implementing of progress-bar increased the amount of users’ data for 20%.
  • 20. Not all rewards are fun, not all fun is rewarding Google News • Meaningful choices • Puzzles • Mastery • Community • Different kinds of users
  • 21. How can rewards demotivate Over justification effect • The reward substitutes for the intrinsic motivation • Studies confirm: - Drawing - Day care pickup - Blood donation - Teacher salaries
  • 22. Gamification Design Framework • Define business objectives • Delineate target behaviors • Describe your players • Devise activity loops • Don’t forget the fun! • Deploy the appropriate tools
  • 23. The ten rules of gamification 1. You are not making a game 2. Know what you are trying to achieve 3. Be prepared not to gamify 4. Games are rubbish at customer acquisition 5. Retention is crucial, yet criminally overlooked
  • 24. The ten rules of gamification 6. Monetisation may sound great, but focus on your core business 7. No, games are not just about competition 8. Beware unintended consequences 9. Make it personal 10. Gamification is a process, not a project
  • 25. External services for gamification • http://www.gigya.com • http://www.bunchball.com • http://badgeville.com • http://balalikea.ru • http://evrone.ru/ • http://www.pryaniky.com • More and more others
  • 26. Gamification in Belarus • Altoros – employee motivation • Restaurants and cafes • TUT.BY – nearest future
  • 27. Don’t be afraid: gamify! Svetlana Dzeviatava, TUT.BY sd@tutby.com Alexander Chekan, TUT.BY ac@tutby.com